diff --git a/module/actor/entity.js b/module/actor/entity.js index 4560f283..a0119252 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -404,7 +404,7 @@ export default class Actor5e extends Actor { case 'consular': priority = 3; forceProgression.levels += levels; - forceProgression.multi += (SW5E.powerMaxLevel['consular'][levels-1]/9)*levels; + forceProgression.multi += (SW5E.powerMaxLevel['consular'][19]/9)*levels; forceProgression.classes++; // see if class controls high level forcecasting if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){ @@ -420,7 +420,7 @@ export default class Actor5e extends Actor { case 'engineer': priority = 2 techProgression.levels += levels; - techProgression.multi += (SW5E.powerMaxLevel['engineer'][levels-1]/9)*levels; + techProgression.multi += (SW5E.powerMaxLevel['engineer'][19]/9)*levels; techProgression.classes++; // see if class controls high level techcasting if ((levels >= techProgression.maxClassLevels) && (priority > techProgression.maxClassPriority)){ @@ -435,7 +435,7 @@ export default class Actor5e extends Actor { case 'guardian': priority = 1; forceProgression.levels += levels; - forceProgression.multi += (SW5E.powerMaxLevel['guardian'][levels-1]/9)*levels; + forceProgression.multi += (SW5E.powerMaxLevel['guardian'][19]/9)*levels; forceProgression.classes++; // see if class controls high level forcecasting if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){ @@ -450,7 +450,7 @@ export default class Actor5e extends Actor { case 'scout': priority = 1; techProgression.levels += levels; - techProgression.multi += (SW5E.powerMaxLevel['scout'][levels-1]/9)*levels; + techProgression.multi += (SW5E.powerMaxLevel['scout'][19]/9)*levels; techProgression.classes++; // see if class controls high level techcasting if ((levels >= techProgression.maxClassLevels) && (priority > techProgression.maxClassPriority)){ @@ -465,7 +465,7 @@ export default class Actor5e extends Actor { case 'sentinel': priority = 2; forceProgression.levels += levels; - forceProgression.multi += (SW5E.powerMaxLevel['sentinel'][levels-1]/9)*levels; + forceProgression.multi += (SW5E.powerMaxLevel['sentinel'][19]/9)*levels; forceProgression.classes++; // see if class controls high level forcecasting if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){ @@ -482,31 +482,27 @@ export default class Actor5e extends Actor { // EXCEPTION: multi-classed progression uses multi rounded down rather than levels if (!isNPC && forceProgression.classes > 1) { forceProgression.levels = Math.floor(forceProgression.multi); - forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][levels - 1]; + forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][forceProgression.levels - 1]; } if (!isNPC && techProgression.classes > 1) { techProgression.levels = Math.floor(techProgression.multi); - techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][levels - 1]; + techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][techProgression.levels - 1]; } // EXCEPTION: NPC with an explicit power-caster level if (isNPC && actorData.data.details.powerForceLevel) { forceProgression.levels = actorData.data.details.powerForceLevel; - forceProgression.maxClass = 'consular'; - forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['consular'][Math.clamped((forceProgression.levels - 1), 0, 20)]; - forceProgression.powersKnown = SW5E.powersKnown['consular'][Math.clamped((forceProgression.levels - 1), 0, 20)]; - forceProgression.points = SW5E.powerPoints['consular'][Math.clamped((forceProgression.levels - 1), 0, 20)]; + forceProgression.maxClass = actorData.data.attributes.powercasting; + forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel[forceProgression.maxClass][Math.clamped((forceProgression.levels - 1), 0, 20)]; } if (isNPC && actorData.data.details.powerTechLevel) { techProgression.levels = actorData.data.details.powerTechLevel; - techProgression.maxClass = 'engineer'; - techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['engineer'][Math.clamped((techProgression.levels - 1), 0, 20)]; - techProgression.powersKnown = SW5E.powersKnown['engineer'][Math.clamped((techProgression.levels - 1), 0, 20)]; - techProgression.points = SW5E.powerPoints['engineer'][Math.clamped((techProgression.levels - 1), 0, 20)]; + techProgression.maxClass = actorData.data.attributes.powercasting; + techProgression.maxClassPowerLevel = SW5E.powerMaxLevel[techProgression.maxClass][Math.clamped((techProgression.levels - 1), 0, 20)]; } // Look up the number of slots per level from the powerLimit table - let forcePowerLimit = SW5E.powerLimit['none']; + let forcePowerLimit = Array.from(SW5E.powerLimit['none']); for (let i = 0; i < (forceProgression.maxClassPowerLevel); i++) { forcePowerLimit[i] = SW5E.powerLimit[forceProgression.maxClass][i]; } @@ -516,10 +512,14 @@ export default class Actor5e extends Actor { if ( Number.isNaN(i) ) continue; if ( Number.isNumeric(lvl.foverride) ) lvl.fmax = Math.max(parseInt(lvl.foverride), 0); else lvl.fmax = forcePowerLimit[i-1] || 0; - lvl.fvalue = Math.min(parseInt(lvl.fvalue),lvl.fmax); + if (isNPC){ + lvl.fvalue = lvl.fmax; + }else{ + lvl.fvalue = Math.min(parseInt(lvl.fvalue || lvl.value || lvl.fmax),lvl.fmax); + } } - let techPowerLimit = SW5E.powerLimit['none']; + let techPowerLimit = Array.from(SW5E.powerLimit['none']); for (let i = 0; i < (techProgression.maxClassPowerLevel); i++) { techPowerLimit[i] = SW5E.powerLimit[techProgression.maxClass][i]; } @@ -529,7 +529,11 @@ export default class Actor5e extends Actor { if ( Number.isNaN(i) ) continue; if ( Number.isNumeric(lvl.toverride) ) lvl.tmax = Math.max(parseInt(lvl.toverride), 0); else lvl.tmax = techPowerLimit[i-1] || 0; - lvl.tvalue = Math.min(parseInt(lvl.tvalue),lvl.tmax); + if (isNPC){ + lvl.tvalue = lvl.tmax; + }else{ + lvl.tvalue = Math.min(parseInt(lvl.tvalue || lvl.value || lvl.tmax),lvl.tmax); + } } // Set Force and tech power @@ -544,29 +548,31 @@ export default class Actor5e extends Actor { actorData.data.attributes.tech.level = techProgression.levels; } - // Tally Powers Known - const knownPowers = this.data.items.filter(i => i.type === "power"); - let knownForcePowers = 0; - let knownTechPowers = 0; - for ( let knownPower of knownPowers ) { - const d = knownPower.data; - switch (knownPower.data.school){ - case "lgt": - case "uni": - case "drk":{ - knownForcePowers++; - break; - } - case "tec":{ - knownTechPowers++; - break; - } - } - continue; + // Tally Powers Known and check for migration first to avoid errors + let hasKnownPowers = actorData?.data?.attributes?.force?.known?.value !== undefined; + if ( hasKnownPowers ) { + const knownPowers = this.data.items.filter(i => i.type === "power"); + let knownForcePowers = 0; + let knownTechPowers = 0; + for ( let knownPower of knownPowers ) { + const d = knownPower.data; + switch (knownPower.data.school){ + case "lgt": + case "uni": + case "drk":{ + knownForcePowers++; + break; + } + case "tec":{ + knownTechPowers++; + break; + } + } + continue; + } + actorData.data.attributes.force.known.value = knownForcePowers; + actorData.data.attributes.tech.known.value = knownTechPowers; } - actorData.data.attributes.force.known.value = knownForcePowers; - actorData.data.attributes.tech.known.value = knownTechPowers; - } /* -------------------------------------------- */ diff --git a/module/migration.js b/module/migration.js index dc832995..e94a39a4 100644 --- a/module/migration.js +++ b/module/migration.js @@ -129,7 +129,6 @@ export const migrateActorData = function(actor) { // Actor Data Updates _migrateActorMovement(actor, updateData); _migrateActorSenses(actor, updateData); - _migrateActorPowers(actor, updateData); // Migrate Owned Items if ( !actor.items ) return updateData; @@ -153,6 +152,10 @@ export const migrateActorData = function(actor) { } else return i; }); if ( hasItemUpdates ) updateData.items = items; + + // migrate powers last since it relies on item classes being migrated first. + _migrateActorPowers(actor, updateData); + return updateData; }; @@ -268,7 +271,6 @@ function _migrateActorPowers(actorData, updateData) { let hasNewAttrib = ad?.attributes?.force?.level !== undefined; if ( !hasNewAttrib ) { updateData["data.attributes.force.known.value"] = 0; - updateData["data.attributes.force.known.min"] = 0; updateData["data.attributes.force.known.max"] = 0; updateData["data.attributes.force.points.value"] = 0; updateData["data.attributes.force.points.min"] = 0; @@ -277,7 +279,6 @@ function _migrateActorPowers(actorData, updateData) { updateData["data.attributes.force.points.tempmax"] = 0; updateData["data.attributes.force.level"] = 0; updateData["data.attributes.tech.known.value"] = 0; - updateData["data.attributes.tech.known.min"] = 0; updateData["data.attributes.tech.known.max"] = 0; updateData["data.attributes.tech.points.value"] = 0; updateData["data.attributes.tech.points.min"] = 0; @@ -288,13 +289,15 @@ function _migrateActorPowers(actorData, updateData) { } // If new Power F/T split data is not present, create it - const hasNewLimit = ad?.powers?.power1?.fvalue !== undefined; + const hasNewLimit = ad?.powers?.power1?.foverride !== undefined; if ( !hasNewLimit ) { for (let i = 1; i <= 9; i++) { - // add new - updateData["data.powers.power" + i + ".fvalue"] = 1000; + // add new + updateData["data.powers.power" + i + ".fvalue"] = getProperty(ad.powers,"power" + i + ".fvalue"); + updateData["data.powers.power" + i + ".fmax"] = getProperty(ad.powers,"power" + i + ".fmax"); updateData["data.powers.power" + i + ".foverride"] = null; - updateData["data.powers.power" + i + ".tvalue"] = 1000; + updateData["data.powers.power" + i + ".tvalue"] = getProperty(ad.powers,"power" + i + ".tvalue"); + updateData["data.powers.power" + i + ".tmax"] = getProperty(ad.powers,"power" + i + ".tmax"); updateData["data.powers.power" + i + ".toverride"] = null; //remove old updateData["data.powers.power" + i + ".-=value"] = null; diff --git a/packs/packs/monsters.db b/packs/packs/monsters.db index 1b971109..498d3fa8 100644 --- a/packs/packs/monsters.db +++ b/packs/packs/monsters.db @@ -1,447 +1,447 @@ -{"_id":"03uWVLUhbhZxcVRO","name":"Nerf","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"11","min":0,"formula":"natural armor"},"hp":{"value":30,"min":0,"max":30,"temp":0,"tempmax":0,"formula":"4d10+8"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":30,"min":0,"max":30},"bar2":{"value":11,"min":0,"max":0}},"details":{"biography":{"value":"

\"Why, you stuck-up, half-witted, scruffy-looking nerf-herder!\"

\"Who's scruffy-looking?\"

- Leia Organa to Han Solo

DesignationNon-sentient
Hair colorBrown
Eye ColorBlack
Distinctions
  • Strong body odor
  • Coarse, curly fur
  • Four curving horns
  • Long pink tongue
Homeworld

Alderaan

Arkanis

Jaresh

Lothal

HabitatFields
DietHerbivore (grazer)

Nerfs were a species of antlered, herbivorous mammal found all across the galaxy.

Biology

Nerfs were large quadrupeds characterized by their four, curved horns and shaggy coats of fur. The common nerf stood about 1.3 meters at the shoulder. Their mass of hair tangled easily, creating a perfect web for insects and foreign objects to cling to. Thus, they carried around a pungent odor. Nerfs often chewed their cud, creating excessive spittle that further added to their disgusting image. The spit was sticky, black in color, and near-impossible to remove from clothing. Their saliva also had acidic qualities, and could cause burns if it landed on exposed skin.

Male nerfs were generally larger and more aggressive than their female counterparts, with more pronounced horns. They were known to trample the young and batter the females. Because of this, males were kept separated from the rest of the herd.

In the wild, nerfs were common prey for predators such as manka cats and taoparis. They were often hunted by sentient beings such as the Gungans. Nerfs had unusually keen night-vision, helping them to spot nocturnal predators with ease.

Domestication

Nerfs originated on Alderaan and were raised on farms and in animal nurseries on planets such as Alderaan and Kashyyyk. Because of the nerfs' importance in the galaxy, they were exported from Alderaan and bred to exist on other worlds, specifically in the Core and Inner Rim, thus the nerfs did not go extinct when Alderaan was destroyed in 0 BBY. Nerfs were not commonly found beyond the Mid Rim, since most ranchers chose to breed and raise the less-troublesome bantha. Some planets developed efficient nerf production and monitoring programs, such as the Fennesa Nerf Herding Council.

Herders of the beasts—nerf herders—were well known for being as scruffy-looking and surly as their livestock. They would take the females and young out in the field to graze for weeks at a time, while the males ate harvested grasses back on the ranch. Although nerf herders were looked upon as lesser beings, their role in society was vital. Nerf-hide and fur was treated with chemicals and carded into sheets of wool for use in clothing, foot-wear, and furniture.

Nerf meat was among the most profitable in the galaxy, and nerf steak restaurants were commonly found in the Core Worlds. The nerf meat industry was a very important sector of the economy of planets such as Olanet. Some companies were dedicated to processing nerf meat, such as Haugg Nerf Industries, Grand Horn Ranch Corporation, and Davengatt's Double-Zed Nerf Ranch. Nerf meat was prepared and served in a variety of ways.

Subspecies

Because of the nerf's ability to easily adapt to harsh environments, several defined sub-species existed. Alderaan itself was home to two sub-species of nerf; the common plains nerf, and the leaner forest nerf. A number of nerf breeds were also found on the Tunroth Triumvirate worlds.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":2,"powerLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 13","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/097_-_Nerf/avatar.webp","token":{"flags":{},"name":"Nerf","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/097_-_Nerf/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"03uWVLUhbhZxcVRO","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":30,"max":30},"bar2":{"value":11,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTkxM2ZiYjc3ZjZi","flags":{},"name":"Charge","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/097_-_Nerf/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

If the nerf moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":10000},{"_id":"Y2VlMDhkZTA1N2Q2","flags":{},"name":"Gore","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/097_-_Nerf/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"YTQ3YzQ0NWRkOTIz","flags":{},"name":"Spit","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/097_-_Nerf/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +2, Range 15/30 ft., One target. Hit : 2 (1d4) acid damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":30,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} -{"_id":"0Q7JxlBNIO1tQEtP","name":"Reek, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":23,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"natural armor"},"hp":{"value":114,"min":0,"max":114,"temp":0,"tempmax":0,"formula":"12d12+36"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":114,"min":0,"max":114},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"He could tear the horns off a reek with his bare hands.\"

- Han Solo on Grakkus Jahibakti Tingi

DesignationNon-sentient
Subspecies
  • Iridonian reek
  • Ithorian reek
  • Kashyyykian reek
Average height2,24 meters
Average length4,04 meters
Average mass1.100 kilograms
Skin color

Red and grey, with a secondary color decided by diet

Distinctions
  • One center horn
  • Two side horns
Homeworld
  • Ylesia
  • Codian Moon
HabitatGrassland
Diet
  • Herbivore
  • Omnivore (trained)

The reek was a large thick-skinned, horned, rhino-esque quadruped, native to Ylesia. Subspecies could be found on Iridonia, Kashyyyk and Ithor. They could also be found in ranches on the Codian Moon, Tatooine, and Saleucami.

Biology and appearance

Reeks were even-toed ungulates, herbivores by nature, but they were often fed meat for exhibition sport and executions. This turned their leathery skin crimson and made the reeks much more aggressive. Reeks were unable to survive on only meat, so they were given just enough plant matter to keep them healthy. This method was used by the Geonosians for their Execution Arena reeks. One in particular was about to execute Jedi Anakin Skywalker, but was briefly tamed by the Jedi with the help of the Force and was shot to death by Jango Fett. Yet another reek was tamed for General Grievous to ride on after his ship was shot down and crashed on the planet Saleucami.

All reeks, including subspecies, were normally brown in color and only changed depending on their diet.

Reeks were usually found in herds and resided in the mossy grasslands of Ylesia. They were very protective of their herds, fighting violently with intruders using their horns.

Subspecies

Reek were commonly exported to other worlds, causing them to adapt and become subspecies.

Iridonian reek

Another subspecies was the Iridonian reek. Reeks attracted the attention of the Zabrak when they developed interstellar travel. They saw reeks as excellent candidates for war mounts. Soon after, they were exported to Iridonia to be bred. Instead of giving them a meat diet, the Iridonian reeks were given a natural diet consisting of plant matter to keep them fierce and strong with natural vigor, and also turned a reek's skin gray. Adapted to Iridonia, their skin could resist sharp and blunt weapon attacks during battle. The Iridonian reek's horns were much sharper and longer than other reeks and were also decorated with tattoos similar to the tattoos a Zabrak was adorned with. Iridonian reeks were encouraged to fight for mates, making them less likely to buck or bolt in battle.

As the Zabrak advanced, the use of reeks in war declined. However, riding war mounts was still taught in most Iridonian military schools.

Ithorian reek

One subspecies, the Ithorian reek, was exported to Ithor. Their yellow skin color was attributed to their diet consisting of yellow flora and bafforr trees. They were used as plow animals by the Ithorians and were larger and stronger than those found on Ylesia. Their horns were also smaller because of the lack of hostility between reeks. Males and females were separated to reduce competition and to isolate mating periods.

The Ithorian reeks were wiped out during the Yuuzhan Vong War.

Kashyyykian reek

A highly uncommon subspecies was the Kashyyykian reek, also known as a ryyk to the Wookiees. The reeks on Kashyyyk died off as a majority due to the climate change and the predators, however, a select few did survive and then learned to thrive. The adaptations required to do so made the Kashyyykian reeks a much larger size than their cousins. Their horns became narrower, but longer and stronger, and there were one or two examples of the development of poisons beginning to be secreted at the tips.

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If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) kinetic damage. If the target is a Huge or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 24 (4d8+6) kinetic damage

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The Rishi eel is a predator native to the Rishi moon. They dwell in caves of the moon's canyons and have a mouth with four mandibles. They are one of several species of eel in the galaxy. Rishi eel blood is almost impossible to remove.

Rishi is a tropical planet in the Rishi system which is located in the in the Abrion sector of the Outer Rim Territories.


During the Clone Wars, the Confederacy of Independent Systems attempted to plunder Rishi's rich exonium mines.


Because of its close proximity to Kamino, Rishi was considered a last defense of the clone-producing planet.

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The eel can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 23 (3d10+7) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the eel.

A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the eel, and it takes 17 (5d6) acid damage at the start of each of the eel's turns.

If the eel takes 25 damage or more on a single turn from a creature inside it, the eel must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Yes… of pain he has learned much. Of knowledge, of teaching, he knows nothing.\"

- Kreia

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Sion, Lord of Pain

In the wake of the power vacuum that divided the Sith on Korriban, one notable Sith that emerged from the wreckage of Revan's Empire was Darth Sion. A twisted and broken shell of a man, Sion was a patchwork of thousands of fragments of his original body, which had been destroyed again and again over the years. His cracked and decaying body was held together by sheer force of will and the dark side of the Force; he used the constant intense pain and agony of his condition to fuel his power, his hatred, and his body. Sion fled Korriban, coming to Malachor V, where he found the Trayus Academy, and his new master, Darth Traya.

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The Sith Anathema is an 14th-level forcecaster. Its forcecasting ability is Charisma (power save DC 19, +11 to hit with force attacks) and it has 61 force points.

The Sith Anathema knows the following

force powers:

At-will: affect mind, denounce, force push/pull, saber reflect,

shock

1st-level: force body, force jump, phasestrike, wound

2nd-level: darkness, drain vitality, force throw, phasewalk

3rd-level: choke, force lightning, force suppression, sever

force

4th-level: drain life, force immunity, shocking shield

5th-level: improved phasestrike, improved phasewalk,

telekinesis

6th-level: crush, rage

7th-level: ruin

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When it casts a power that allows it to force creatures in an area to make a saving throw, the anathema can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

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When the anathema is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

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The Sith Anathema regains 15 hitpoints at the start of its turn, as long as it has 1 hit point.

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Whenever it deals damage, the Sith Anathema deals an additional 6 (1d12) damage, as long as it took damage since the start of its last turn.

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As an action, the Sith can gain resistance to energy and kinetic damage for one minute, or until it is reduced to 0 hitpoints.

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In response to an attack, the Sith Anathema can surround itself in force energy. Until the start of its next turn, the Sith Anathema adds 5 to its AC.

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.

The Sith Anathema makes two Lightsaber attacks and one Necrotic Strike attack.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 21 (6d6) necrotic damage.

The target must succeed on a DC 19 Constitution saving throw or have their hit point maximum reduced by an amount equal to the damage taken. Creatures that have their hitpoint maximum reduced to 0 by this attack are slain instantly.

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.

As an action, the Anathema can choose a point within 60 feet. Each creature of its choice within 30 feet of that point must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion. For each creature that fails this saving throw, a creature friendly to the Anathema within 30 feet of the point can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

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.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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.

Sith Blade Dancer can cast an at-will force power.

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.

Sith Blade Dancer makes one Doublesaber attack.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YzMwNmZiMTQ0ODIx","flags":{},"name":"Brave","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

The commando has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MGFkMWQzOTE5ZmMy","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZDE5Nzg3MjY2MDVm","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the commando has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NzFmZWM0NGM1NjUy","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

The commando deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZDUxMWQ1MDUxMzM5","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"M2ZkNmNhNDQ0MjBl","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZThmZDdlNzhhMjY2","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The commando makes two weapon attacks and fires a jetpack rocket or uses their wrist flamer, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NDY4ZTZhODU5Zjll","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"NmQyM2U0NTk5YjM1","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"NWNiZWFlMGU1MTlk","flags":{},"name":"Fragmentation Grenade (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

.

The soldier throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZTdmNTEzOTdmNjYx","flags":{},"name":"Jetpack Rocket (1/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 11 (2d6+4) kinetic damage.

Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZTAwZjNmOTExYTM2","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"Watch out kid, this thing handles like a drunken bantha.\" 

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Average height2,5 meters
Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

Banthas were a species of large, hairy mammals with sharp, spiraling horns. They inhabited the desert planet Tatooine, though they were bred on many worlds throughout the galaxy. They were social herd animals, and were often domesticated, and used prominently, by Tusken Raiders as mounts and companionship—though they never killed them for their food or hide, a use utilized by many other species for products such as Bantha steak, butter and clothes or furniture.

Biology and appearance

\"Hello, Nara, you're looking well today.\" 

- Obi-Wan Kenobi

Banthas were large, quadrupedal mammals that averaged in height 2 to 2.5 meters. An adult's average weight was 4,000 kilograms, and they had extensive shaggy fur, which was brown or black in color. Both females and males of the species had a pair of spiraling horns that extruded from their skull and grew at a knob a year. Banthas possessed a wide mouth, bright, inquisitive eyes, and a large tail which dragged on the ground as they walked. They had wide, flat feet with four digits.

Behavior

\"What's the matter, Dolo? Why so sad?\" 

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

Banthas were easily domesticated, and were bred on many worlds throughout the galaxy. They were widely used as mounts. Their milk, which was distinctively blue, was drunk plain as well as being used in yogurt, ice cream, and butter. Their meat was used for dried jerky, steak, and burgers, and their dung was used as a fuel. Bantha-blood fizz was a sparkling drink made from purified bantha blood. Bantha hide could be mashed with grains to make Ardees, also known as Jawa juice. Their hide was also tanned and turned into clothes or furniture. Young banthas were known as calves.

The Tusken Raiders of Tatooine tamed and domesticated banthas, and they shared a close, almost mystical bond. Every boy had a male bantha and every girl had a female one. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas. Tuskens never harmed or ate banthas. Tuskens could also ride their banthas into battle.

The Kadas'sa'Nikto mechanic Neeku Vozo came from a long line of bantha herders.

Banthas in the galaxy

A common sight on Tatooine, banthas could be found wild, wandering the vast expanse of the Tatooine desert, or domesticated, under the ownership of Tuskens or in cities such as Mos Espa. They shared their name with the White banthas of Nelvaan.

Banthas were the subject of several slang phrases and insults. \"Bantha fodder\" (or \"Bantha poodoo\" in Huttese) was a phrase used as the equivalent of \"worthless\"; a person or thing deemed to have no value beyond something for a bantha to graze on, because of bantha food's unpleasant smell. \"Not give two bantha ticks\" (about something) meant to not care in the slightest (about something or someone), \"Son of a bantha\" was an insult, and \"A wild bantha chase\" meant a futile errand.

In 20 BBY, an LAAT/i gunship featured customized nose art of a flying bantha dropping a pair of bombs. During the same year, the rebels of Onderon owned a hunter cart with a bantha skull.

During the Imperial Era, Jedi—in—exile Obi-Wan Kenobi befriended a herd of Banthas. Two were named two Dolo and Nara, respectively.

By 5 ABY, Malakili, a former beastmaster for Jabba the Hutt, wore a lucky braid of bantha teeth and fur. Later in the same year, former slave Cobb Vanth had enlisted the help of a group of Tusken Raiders to drive a criminal syndicate called the Red Key Raiders away from Tatooine. The Tuskens rode into battle atop banthas. One such bantha was particularly large. The animal had an eye scarred over, fur matted with filth, and wounds with open bones and rusted gears.

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If the bantha moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 25 (4d8+7) kinetic damage

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Melee Weapon Attack +10, Reach 5 ft., One prone target. Hit : 29 (4d10+7) kinetic damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Black Sun

Black Sun held a massive amount of reach and inuence, extending its tendrils of corruption deep in the various\ngalactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was\njust the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its\ninformation networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to\nBlack Sun rivaled those belonging to a large planetary army, including foot soldiers.\n

\n\t\t\t\t\t

Below the leader of Black Sun were nine Vigos (Old Tionese for \"nephew\"). Each Vigo ruled over his or her own\nterritory and sector. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (Falleen)","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 16","languages":{"value":[],"custom":"Galactic Basic, Falleen"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":2,"ability":"cha","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":2,"ability":"cha","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/425_-_Black_Sun_Vigo/avatar.webp","token":{"flags":{},"name":"Black Sun Vigo","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/425_-_Black_Sun_Vigo/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1Rhnk6KhKxEbHUa6","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":98,"max":98},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Yzg1ODFlNjRiZmYz","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/425_-_Black_Sun_Vigo/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OWJmMGQ2ZTBjMjZj","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of the vigo turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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.

The vigo makes two melee weapon attacks or two ranged weapon attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"OGIwMDAyYzNmZmQz","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/425_-_Black_Sun_Vigo/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"M2RhOGI1ZTIwYjEz","flags":{},"name":"Exude Pheremones (Recharge 5-6) ","type":"feat","img":"systems/sw5e/packs/Icons/monsters/425_-_Black_Sun_Vigo/avatar.webp","data":{"description":{"value":"

.

The vigo exudes pheromones that allow it to manipulate and control nearby creatures. Every creature within a 20 ft radius of the vigo must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that do not breathe are immune.

While charmed the target seeks to assist the vigo by any means within its power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage and at the end of each of its turns the target can repeat the saving throw.

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\"These weapons of war would be awe-inspiring, if they were not so terrifying.\"

- Supreme Chancellor Palpatine, after the AT-TE's official unveiling

Manufacturer
  • Kuat Drive Yards
  • Rothana Heavy Engineering
ClassCombat walker
Width5,32
Length13,2 meters
Height5,02 meters
Cargo capacity10 tons

The All Terrain Tactical Enforcer (AT-TE), sometimes called a tank by clone troopers, was an all terrain assault walker developed for the Grand Army of the Republic (GAR) during the Clone Wars. The walker was used for numerous tasks including, but not limited to, transporting platoons of clone troopers on the battlefield and attacking enemy installations. The AT-TE's rear compartment contained computer hologram communication devices and space for troopers to stand during transportation. On the back end of the machine was a large door that allowed for quick deployment of troopers in a battle. Some versions of the walker were able to scale vertical cliffs, as evidenced in the Battle of Teth. The typical arsenal of an AT-TE included a top-mounted mass-driver cannon, along with six other laser cannons placed strategically around the outside of the vehicle.

AT-TEs were first used in action during the First Battle of Geonosis in 22 BBY during the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems. Due to the vehicle's success in the battle, Rothana designed numerous other walkers for use by the GAR. The walker served in countless battles across the galaxy and eventually became part of the Imperial Army after the transformation of the Republic into the Galactic Empire. The AT-TE was a precursor to the Empire's All Terrain Armored Transport.

Characteristics

\"Trampling target.\"

- An AT-TE driver

The AT-TE was a multi-purpose assault vehicle capable of tasks ranging from the transportation of clone trooper platoons around a battlefield to full-scale attacks upon enemy installations. The vehicle performed most admirably in support roles that involved providing immediate cover fire for battalions of soldiers. AT-TEs were often deployed in large numbers to overwhelm the enemy through sheer volume of firepower.

The rear internal compartment was cramped and contained a number of computer consoles which included a holographic communication system allowing for representations of commanders to be projected inside the vehicle. On the standard model, troopers were located in the forward and rear compartments with large doors present in the back which opened, allowing soldiers to exit the vehicle. A top door allowed a soldier to observe the battlefield from the top of the walker.

An AT-TE was impervious to ion damage due to built-in electromagnetic shielding. Its average speed was 60 kph (37.2 mph). This plodding pace allowed it to penetrate energy shields, a feat that was impossible for repulsorlift craft. Effective in numerous terrains and environments, some models of the walker were even capable of scaling vertical cliffs, similar to the later UT-AT transport. During the Battle of Bothawui, it was demonstrated that the AT-TE was even useful in space combat, when a contingent of the walkers were deployed onto asteroids to ambush a Separatist fleet. AT-TEs contained enough fuel to stride at full speed for over 500 kilometers and possessed enough scrubbed air and military rations to last its crew for three weeks out in the harsh conditions of the battlefield.

Seven specially-trained crew members were needed in order for the vehicle to function properly. The pilot, who was normally the AT-TE commander, worked the six legs of the walker, while a spotter who sat above the pilot utilized several sensor stations to ascertain the locations of hostile units and primary objectives. The spotter then had to relay this information to the four gunners nestled at gun stations within the heavily-armored hull of the walker. A final crew member had to sit behind the controls of the heavy cannon atop the AT-TE, partially exposed to enemy fire. Ten clone trooper passengers could be held in each section of the walker (20 total). In addition, an IM-6 battlefield medical droid was located in the back of the AT-TE for emergency medical treatment.

The largest weapon was the enormous mass-driver cannon. This cannon could be loaded with an array of heavy energy weapons and solid shells, depending on the specifications of the mission. The payloads of the gun could range from burrowing bunker busters to heat-seeking projectiles to sonic charges. Whilst its range was considerable, it had a comparatively slow rate of fire and variable accuracy.

Six smaller laser cannons were strategically placed along the vehicle. Four were located in a square pattern around the cockpit, while two more were placed in the rear to cover the flanks and help secure drop off points for the platoons contained within the walker. These troopers were essential to the survival of the AT-TE when the walker came under fire from enemy infantry units that were too small to be accurately targeted by the main cannons.

Regardless of its heavy armor, the AT-TE was not invulnerable. Due to weak points in the underbelly of the vehicle, a single direct hit by a rocket from a Hailfire droid was capable of disabling an AT-TE, and they were also highly vulnerable to air attacks. Its high silhouette made it easier to target by enemies. One of the more obvious design flaws was that it was low to the ground, so the turret gunner's protection of the vulnerable underside was limited. The low ground clearance of this vehicle also made it susceptible to mines exploding beneath it. This flaw was eliminated in the later AT-AT walker. AT-TEs could be constructed at mech factories.

Special sockets for the AT-TE were created on-board Acclamator-class assault ships. While any Republic spacecraft could transport these walkers through space, a variant of the LAAT/i gunship, the LAAT/c, had to be used to ferry these vehicles down to battlefields.

Variant models

A variant model of AT-TE was modified to carry additional vehicles. The rear-ward section of the walker could house two AT-RT walkers in storage configuration, along with their riders. These were then lowered onto the battlefield via a lowering platform, their legs unfolding after the disembarking and the AT-RTs could be deployed into battle in seconds.

Another AT-TE variant held facilities for a small mobile command center. This variant served a similar purpose to the later tracked PX-4 Mobile Command Base, commanding and coordinating the movements of columns of other AT-TEs. Additional models were produced throughout the Clone Wars as Rothana continued modifying their design. Stock AT-TEs were even capable of being upgraded to Heavy All Terrain Tactical Enforcers.

During the time of the Galactic Empire, some AT-TEs had parts of their rear side-armor removed, enabling embarked troops to shoot at enemies on the sides. This added to the vehicle's lateral defenses, but also increased their vulnerability to grenades and other short-range weaponry. Some Imperialized walkers had most of their top armor and offensive armament removed (such as the projectile cannon) so that they could be used to transport large amounts of cargo.

History

Republic use

The AT-TE design was inspired by the arctic horny whelmer of Rothana. The AT-TE was first built as a patrol vehicle for mining companies operating on distant worlds who were in need of a vehicle that could help maintain order. When war loomed and Rothana Heavy Engineering gained military contracts, they revised the design and modified it for combat duty. The Supreme Chancellor Palpatine, when the design had been officially unveiled, admitted to the KDY executives that the walker's design invoked terror.

In the years following the walker's success at the first Battle of Geonosis and other conflicts in the Clone Wars, Rothana created the AT-HE and AT-AT walkers to supplement the earlier design. They also began tweaking the AT-TE design itself, replacing standard legs with longer ones on some of the walkers, presumably to increase their gunners' line-of-sight and to more easily avoid obstacles. Similar walker designs included the UT-AT and the AT-OT.

During the Clone Wars, the AT-TE was used heavily in many campaigns, especially in the Outer Rim Sieges. In some campaigns, they were used in conjunction with AT-OTs and AT-APs. Clone troopers and Jedi generals would often refer to the AT-TEs as \"tanks\" when discussing deployment and strategic use.

A division of AT-TEs were deployed in the Republics defense of Christophsis. After the traitorous Slick destroyed some of the walkers in the Republics staging area, the division was left 3 Walkers down for the Republic's first engagement against the Separatist forces. They managed to fight of the first wave, but many walkers were destroyed and only a couple remained for the second wave. The Republic forces eventually won the battle, and fresh AT-TEs were deployed to the planet to support the regiments protecting the planet from future assaults.

Many AT-TEs were deployed for the Liberation of Ryloth campaign. As General Windu attempted a push to the capital city of Lessu, the walkers came under fire from enemy AATs. 3 walkers were destroyed, but Windu managed to save one of the drivers. The AATs were destroyed by the newly deployed Lightning Squad. As the General pushed into the city, the walkers provided fire support from the nearby ridge over-looking the city. After the Liberation, the remaining walkers took part in a special victory parade.

A number of Heavy All Terrain Tactical Enforcers unsuccessfully defended the energy refineries on Sarapin.

Whilst attempting to rescue the Guardian of the Kyber Crystal, Bolla Ropal, from Cad Bane in the Saleucami system, Admiral Yularen informed General Skywalker they were not prepared for boarding another ship because they had no boarding craft. Skywalker soon came up with a plan to use AT-TEs as landing craft to board the Bounty Hunter's ship utilizing their Zero-G capabilities. They were dropped from the lower hanger of General Skywalker's flag ship and used their magnetic feet to clasp to the enemy ship.

AT-TEs were used heavily during the second Geonosian Campaign. After facing greater anti-aircraft fire than first anticipated, Commander Jet told Cody to \"Get the Tanks Down!\". The LAAT/c's dropped the walkers in a circle formation, with LAAT/i's filling the gaps. This defensive circle made their position easier to defend. The Walkers fought off wave after wave of AATs and Geonosians until reinforcements arrived. AT-TE 636 provided cover fire for Waxer and Boil as they rescued General Obi-Wan Kenobi from his downed Gunship. Later in the battle, the AT-TEs were used to destroy the ray shield generator protecting Poggle the Lesser's new weapons factory. After this, the walkers were confronted by the new Separatist Super tanks, and proved no match for this new threat.

During the First Battle of Felucia, two AT-TE's were used to fight alongside a Juggernaut that was the command vehicle of Jedi Commander Ahsoka Tano. The vehicles were lost to enemy fire, though General Skywalker managed to rescue his Padawan and most of her men.[28] Later, the droids mounted a second assault on Felucia. AT-TEs provide fire support from afar for the Republic forces assaulting the Droid Camp.

After the end of the Clone Wars, the newly self-declared Emperor Palpatine favored and authorized the use of newer — and more destructive — war vehicles.

Imperial use

During the Galactic Civil War, surviving AT-TEs were still used by the Empire, mainly in campaigns in the Outer Rim Territories. The walkers no longer held a primary status in military campaigns, but were sometimes used for additional fire-support alongside larger assault vehicles, including AT-AT walkers and Juggernaut tanks.

Some were deployed onto backwater worlds like Maridun and Jabiim, where they were used only for logistical purposes and not as front-line combat vehicles. Many of those walkers were adapted to fit new mission roles and planetary environments. The walkers were still used for front-line combat on more remote, less technologically advanced worlds like those in the Atoan system.

In addition to active service in the Empire, some AT-TEs also found their way into the storehouses of the Restored Empire.

Other uses

Aside from the Empire, the AT-TE had found itself in the usage of some criminal gangs. One particular instance was a Weequay gang at the Sriluur spaceport who had somehow managed to get a hold of one, and proceeded to use it to extort payments from visiting spacers. This particular model ended up significantly damaged by Han Solo and his first mate Chewbacca, who proceeded to blow off its back legs via a concussion missile. Solo later recounted this event when reviewing the field manual for the Imperial Military, the Imperial Handbook: A Commander's Guide.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/148_-_AT-TE/avatar.webp","effects":[]},{"_id":"MjU4ZDE1OTY2N2Y2","name":"Electromagnetic Shielding","type":"feat","data":{"description":{"value":"

The AT-TE is Immune to Ion damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/148_-_AT-TE/avatar.webp","effects":[]},{"_id":"MDcwYjcyYzRhMTVk","name":"Heavy Durasteel Armor","type":"feat","data":{"description":{"value":"

The outer layer of the AT-TE is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the AT-TE takes no damage from that attack. If the AT-TE takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/148_-_AT-TE/avatar.webp","effects":[]},{"_id":"MThkZDZiY2U3NzU3","name":"Piloted","type":"feat","data":{"description":{"value":"

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/148_-_AT-TE/avatar.webp","effects":[]},{"_id":"ODRmZTExMjUyNTBl","name":"Towering","type":"feat","data":{"description":{"value":"

Creatures of Medium size or smaller can stand in the AT-TE's space.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/148_-_AT-TE/avatar.webp","effects":[]},{"_id":"NjBjYWIyZTFkNmI2","name":"Troop Transport","type":"feat","data":{"description":{"value":"

The AT-TE can transport a maximum of 20 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-TE.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/148_-_AT-TE/avatar.webp","effects":[]},{"_id":"ODM5Yzg5Yzk2ZGFl","name":"Vulnerable Interior","type":"feat","data":{"description":{"value":"

The AT-TE's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/148_-_AT-TE/avatar.webp","effects":[]},{"_id":"NzIwYTIxMjQ2ZjZj","name":"Multiattack","type":"feat","data":{"description":{"value":"

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The AT-TE makes four attacks: one with its laser cannon volley and three with its medium repeaters.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OGE4YTc0NjFhYThi","name":"Laser Cannon Volley","type":"feat","data":{"description":{"value":"

.

The AT-TE chooses a point within 240 ft and lets loose a blast from its heavy laser cannon that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 16 Dexterity saving throw, taking 33 (6d10) energy damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +8, Range 120/240 ft., One target. Hit : 19 (3d10+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/148_-_AT-TE/avatar.webp","effects":[]},{"_id":"Yzk3YWQxNGFhZmJh","name":"Repeating Blasters","type":"feat","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 120/240 ft., One target. Hit : 19 (3d10+3) energy damage.

The AT-TE makes a single attack with its medium repeaters.

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The AT-TE mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers. These troops appear in any unoccupied spaces within 10 feet of the AT-TE.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/148_-_AT-TE/avatar.webp","effects":[]}],"effects":[]} -{"_id":"1XF6Aa7W6TlPRiIL","name":"Zalaaca","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":45,"min":0,"max":45,"temp":0,"tempmax":0,"formula":"6d10+12"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":50,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":45,"min":0,"max":45},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"
DesignationNon-sentient
Homeworld
Naboo
Habitat
Swamp

Zalaacas were swift, intelligent, and fierce omnivores native to the Gungan swamps of Naboo.

Rather little was known about their habits. They seemed to dwell primarily in woody uplands, yet were strong swimmers. Narglatch would not attack adult-sized zalaacas.

Zalaacas had excellent nocturnal eyesight. They also had grinding molars and slicing tusks to help rip apart prey. Male zalaacas were colored blue and yellow while the females were just blue. Zalaacas also had sharp claws, fetlock spikes, and a finned tail for swimming.

A Gungan rite of passage was to capture a foal with the intent of training it as a cavalry mount - extremely dangerous, and not often successful. As zalaacas were the natural enemy of the kaadu, this was a test of courage for both mount and rider.

A fully trained Zalaaca, while rare, made a vicious but loyal war mount, protecting its rider with its strength and savagely attacking the enemy. Riding a zalaaca standing up was the ultimate test of ridership.

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

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The zalaaca has advantage on Wisdom (Perception) checks that rely on sight.

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.

The zalaaca can make two bite attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d12+4) kinetic damage

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Balanced","species":"","type":"force entity","environment":"","cr":25,"powerLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weapons"},"dr":{"value":["cold","lightning","necrotic"],"custom":"Kinetic, Ion, And Energy Damage From Enhanced Weapons."},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","poisoned","paralyzed"],"custom":"Exhausted"},"senses":"truesight 120 ft., passive Perception 18","languages":{"value":[],"custom":"All, Telepathy 120 Ft."}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":8,"passive":22,"prof":4,"total":12},"itm":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"nat":{"value":0,"ability":"int","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":6,"passive":20,"prof":4,"total":10},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","token":{"flags":{},"name":"The Father, Avatar of Balance","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1eAImjOze5aYFmEM","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":332,"max":332},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZGQ1NmJhODFmNjUw","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

While in his humanoid form, the Father adds his Charisma modifier to his AC.

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The Father cannot be moved against his will. He has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MmVlMWIyOWY0NDQ2","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

Innate Forcecasting The father's forcecasting ability is Wisdom, (power save DC 23, +15 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, force push/pull (cast as a 17th level forcecaster), force throw (cast as a 5th level force power)

5/Day Each: force suppression, telekinesis

3/Day Each: eruption, project, telekinetic burst

1/Day Each: earthquake, whirlwind

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"N2QxODQxYzVlNTE4","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Father has advantage on saving throws against universal force powers, If the Son and Daughter are within 60ft of him, the Father also has advantage on saving throws against Dark/Light side powers respectively.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OGNiMTM0ODkxNDhj","flags":{},"name":"Enhanced Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Father's force powers are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YThjMWJlMTQwYjc2","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

If The Father fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZjVlYmJhOGMzOWNj","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NGQyODhmYmNlNjU3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Father casts push/pull twice, or he casts push/pull once and makes a Force Grip or Force Slam attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"N2M1ODc5MmZhYzQw","flags":{},"name":"Force Grip","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

If the father has successfully affected a creature with Force push/pull or Telekinesis, he can use one of his attacks to target the affected creature again. The target must make a Strength saving throw (DC 23). On a failure, the target becomes restrained and grappled by the Father who can only have one target grappled this way. A grappled creature may use their action to attempt to escape the force grip by succeeding at a Strength saving throw (DC 23).

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YTM2MTg4Y2I4ZWFj","flags":{},"name":"Force Slam","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The Father slams a creature grappled by Force Grip. A grappled creature must make a Strength saving throw (DC 23). On a failure, the creature takes 105 (30d6) kinetic damage. On a success, the creature escapes the grapple.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"MmNjNzU3ZTNhYmI0","flags":{},"name":"Will","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The Father targets one creature he can see within 120ft. That target must succeed on a Wisdom saving throw (DC 23), unless the target is incapacitated, it can avert it's attention to automatically succeed the save. If the target does so, they can't see The father until the start of his next turn, if the target again focuses on the father in the meantime, it must immediately make the save.

If the target fails the save, it suffers from one of the effects below (Father's choice or at random).

1. Beguiling Will The target is stunned until the start of The Father's next turn.

2. Commanding Will The target is charmed until the start of their next turn. As part of this action, The Father shouts a verbal command, and if the target fails his save he uses his actions, movement, and reactions as determined by the command. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success.

3. Suppress Will (Recharge 6) The target immediately loses concentration on any force powers they had active, and suppresses any force power effects they were benefiting from. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success. While this effect remains active, the target cannot cast force powers or benefit from any force effects including racial and class features that rely on the force (such as force sight, guardian auras, and sentinel ideals). (While concentrating on ths effect, the father cannot use his Controling Will Legendary action until the start of his next turn.)

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"OWUxYmY1MmM4MTMx","flags":{},"name":"Quick Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The father can cast one of his At Will force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NWI5MTc0MzRkMWEy","flags":{},"name":"Controling Will","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The father uses his Will action, choosing from either his Beguiling Will or Commanding Will options.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"OGI2YWMwM2VmODI5","flags":{},"name":"Force Step","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The father teleports up to 60 feet into an unoccupied space he can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000}]} -{"_id":"1hFSSpeDLQSKfnpn","name":"Mandalorian Captain","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"composite armor"},"hp":{"value":150,"min":0,"max":150,"temp":0,"tempmax":0,"formula":"20d8+60"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":150,"min":0,"max":150},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":11,"powerLevel":0,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"darkvision 60 ft, passive Perception 18","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","token":{"flags":{},"name":"Mandalorian Captain","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1hFSSpeDLQSKfnpn","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":150,"max":150},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjExMGU2MjQ3M2My","flags":{},"name":"Agressive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OTQzYzkyNDM3ODlk","flags":{},"name":"Brave","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NjFjZDY3MDYwYzY3","flags":{},"name":"Close Quarters Shooter","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Creatures provoke an opportunity attack when they move to within 15 feet of the captain, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZjFlYzY0OWI0ZDEz","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NmIxNzM4OWViZWY1","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the captain has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjAxNDNhZWIwMDhk","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZGNmZGY0YmY1YmUy","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the captain adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MmIxZTc0MzE5N2U5","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"M2U3MDBmY2I1ZWY1","flags":{},"name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YzI3YTQ4ZWU2OTZm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The captain makes three weapon attacks with its heavy pistol and can make two offhand heavy pistol attacks as a bonus action, or fires a jetpack rocket and uses their wrist missile or wrist flamer, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"YjIwNTkxOTU1MGY3","flags":{},"name":"Heavy pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"YzkwMmRhODY5OTdj","flags":{},"name":"Offhand Heavy pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"YWM4ZmUwZjcyYzRl","flags":{},"name":"Jetpack Rocket (1/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 14 (3d6+4) kinetic damage.

Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"ODZjNzg2MjQ5MDBi","flags":{},"name":"Wrist Flamer (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"NDk5OGQ0MjMyN2Zh","flags":{},"name":"Wrist Missile (3/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 120 ft., One target. Hit : 11 (2d6+4) kinetic damage.

Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":150000},{"_id":"YzM4YTA0YjIzNTM5","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"MmRhOTNlMWVlMTA5","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000},{"_id":"MzkxNjhhNGJlZmQ1","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000}]} -{"_id":"1jDH0p4SOWhy2Oyx","name":"Fire Breather","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":178,"min":0,"max":178,"temp":0,"tempmax":0,"formula":"17d10+85"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":0,"units":"ft","hover":true},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":178,"min":0,"max":178},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Fire Breather is a huge leviathan with tough hide\nand natural chemicals that are manipulated by the\nYuuzhan Vong for use as a heavy support organism.\n

\n\t\t\t\t\t

These deadly war beasts have exible proboscises\nthat spew streams of gelatinous ame, pores that\nexhale anti-laser aerosols, and hides thick enough to\nwithstand all but a blast from a turbolaser.\n

\n\t\t\t\t\t

The liquid ame is created through a unique\nchemical reaction caused by the mixture of methane,\nhydrogen sulde, and a mysterious substance deep\nwithin the guts of the Fire Breather. The beasts are\noften deployed for clearing out entrenched enemy\npositions. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Lawful Neutral","species":"","type":"beast","environment":"","cr":10,"powerLevel":0,"xp":{"value":5900},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["fire"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"blindsight 30ft., darkvision 120ft., passive Perception 18","languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":0,"passive":18,"prof":8,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","token":{"flags":{},"name":"Fire Breather","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1jDH0p4SOWhy2Oyx","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":178,"max":178},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWNjMDkxODhhOThk","flags":{},"name":"Anti Laser Aerosol","type":"feat","img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attacks that would deal energy damage have disadvantage against the Fire Breather.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZWRkMzNkZjk3M2Yz","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","data":{"description":{"value":"

The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"Zjg0OWIzODNkYzkw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The fi\u0000re breather makes two tentacle attacks and one fl\u0000ame sweep attack per round.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"M2NhMjA4NWViOWFj","flags":{},"name":"Tentacle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 18 (3d8+5) kinetic damage plus 7 (2d6) fire damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 17) and takes 9 (1d8+ 5) \u0000re damage at the start of each of its turns until the grapple ends. The Fire Breather can have up to four targets grappled at a time.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","kinetic"],["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"OGEwYzIxNWRiNDdk","flags":{},"name":"Flame Sweep","type":"feat","img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","data":{"description":{"value":"

.

Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 5d6 \u0000re damage on a failed save, or half as much damage on a successful one. The \u0000re ignites any \u0000flammable objects in the area that aren’t being worn or carried

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YjhkYjQwMmUwMTMy","flags":{},"name":"Fire Breath (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/447_-_Fire_Breather/avatar.webp","data":{"description":{"value":"

.

The Fire Breather exhales \u0000re in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (l6d6) \u0000re damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000}]} -{"_id":"1mkEgFj9HVwindh9","name":"Jawa Scrapper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"3d6+3"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 4 (1d4+2) ion damage

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The jawa throws a grenade at a point it can see within 20 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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Kell dragons are quadrupedal predators sometimes utilized in disposing of captives by crimelords and Dark Jedi.

Biology and Appearance. Kell dragons are hardy creatures related to the much larger krayt dragons indigenous to Tatooine, and like their larger cousins, are most comfortable in deserts. The squat, scaly reptilians walk on four three-clawed legs. Their roughly triangular heads hold piercing yellow eyes, and jaws that are filled with sharp teeth that jut out when their mouths are closed. Three rows of spikes run down the beasts' backs to the ends of their tails.


Behavior. Kell dragons generally attempt to neutralize their targets by biting with their toothy jaws. They can jump forward in order to deliver bites to particularly elusive prey.


History. During the Galactic War, Dread Master Styrak had a pet kell dragon on the planet of Darvannis.


A number of kell dragons lived on Ruusan. While rare, they were the planet's most dangerous predator, and were found most commonly near the fabled Valley of the Jedi. There, they posed a threat to both archaeologists and those attempting to make a pilgrimage to the Valley. No one knew if they were indigenous to the world or had been introduced by the Sith.


Jabba the Hutt kept several as pets aboard the Star Jewel, and would feed prisoners to the kell dragons for entertainment. Kyle Katarn was intended to be the victim of Jabba's favorite dragon, but the mercenary was able to defeat the beast with his bare hands. Upon escaping the dragon's den and retrieving his weapons, he proceeded to exterminate Jabba's entire complement of the beasts in his search for Rebel agent Jan Ors.


The Dark Jedi Jerec had one kell dragon in captivity at his private palace at the city of Barons Hed.

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As a bonus action, the Kell Dragon can move up to its speed toward an enemy that it can see or hear. It must end this move closer to the enemy than it started.

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The Kell Dragon can breathe air and water.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Kell Dragon makes three attacks: one with its bite, and two with its claws.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 19 (3d8+6) kinetic damage.

The target must then succeed on a DC 18 Strength saving throw or be grappled. Grappled creatures take an additional 4 (1d8) kinetic damage when hit with a melee attack from the Kell Dragon. Grappled creature can escape the grapple as an action on their turn by making a DC 18 Strength check.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage

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The Kell Dragon swipes with its claws in a 10-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) kinetic damage on a failed save, or half as much damage on a successful one.

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The dark lord has advantage on saving throws against force powers.

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The dark lord is an 18th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The

dark lord knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, force body, hex

2nd-level: battle meditation, darkness, phasewalk

3rd-level: force lightning, force suppression, sever force

4th-level: dominate beast, force immunity, shocking shield

5th-level: improved battle meditation, improved phasewalk,

telekinesis

6th-level: force chain lightning, improved force immunity

7th-level: force lightning cone

8th-level: master force immunity

9th-level: force storm

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

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The sith betrayer casts an at-will power.

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The sith betrayer makes a saber storm attack.

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Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

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The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The initiate deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The initiate soldier makes two weapon attacks.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 10 (2d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"You've fought against it, you know its weaknesses, and more importantly, you know what a killer it can be. Men, meet the newest addition to the Stormtrooper Corps.\"

- Stormtrooper commander TK-342 prior to the Battle of Ghorman

ManufacturerBaktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Width3,05 meters
Height
1,98 meters (without antenna)
Mass337 kg
GenderMasculine programming

The DSD1 dwarf spider droid, also known as the burrowing spider droid because it was first used to destroy opposition in narrow mine shafts, was a battle droid manufactured by the Commerce Guild to support the cause of the Separatists.

Characteristics

The DSD1 was similar in function to a typical combat vehicle. It was also used to punish customers who had declined to pay their taxes to the Commerce Guild.

Its main weapon was a long central blaster cannon mounted on its dome that was capable of firing either rapid anti-personnel rounds, or slower high-intensity blasts that could destroy light vehicles. The droid's small frame and four all-terrain legs made it suitable for warfare in dangerous mines, and the adjustable legs let it attain better elevation for the blaster cannon. Its legs were able to walk straight up and down walls and narrow cliffsides. However, because of the fixed laser cannon, it could not turn around to track enemies, thus making it inferior to speedy targets. Also, the length of this cannon sometimes hindered it in confined areas, a weakness that Anakin Skywalker exploited on Escarte.

The droid communicated in a beeping language similar to Binary. It seemed to have basic emotions, such as frustration, as demonstrated on Escarte and Teth. They didn't do anything they predicted would harm them.

History

During the Clone Wars, dwarf spider droids were used on the front lines, in front of platoons of battle droids and other Separatist droids. They were notably used during the Battle of Teth, using their laser cannons to hit the feet of the AT-TE walkers, causing the walkers to fall down the cliff. During the Second Battle of Felucia, there was a large group of them inside the Separatist base, presumably as a nasty surprise to the Republic troops that got in. The dwarf spider droid also worked in conjunction with the larger OG-9 homing spider droid and could operate as an armored scout exploring the battlefields. Infrared photoreceptors and powerful scanners enabled the droid to survey the terrain and relay target data back to the Homing spider droid.

When it identified a target, it sent a tracking message through a digital channel from its head-mounted aerial to the homing spider droid, which then moved toward the signal to deliver the killing blow. It also featured a self-destruct mechanism. If a clone unit moved in to destroy the droid, it would usually self-destruct, destroying any enemy/enemies around it.

Several variants of the dwarf spider droid saw action during the wars, including an amphibious model, designed for water-filled terrain such as marshes, swamps or wetlands, equipped with a larger gun, but could not float, as well as two heavily armored variants—the heavy dwarf spider droid and the advanced dwarf spider droid. Delta Squad encountered many advanced dwarf spider droids on their missions including 2 during the Battle of Geonosis, and several during the Battle of Kashyyyk, where they were used to counter the Republic's All Terrain Recon Transport units.

Though most Separatist war vehicles were deactivated after the end of the Clone Wars, the dwarf spider droids were recommissioned through Imperial command and used by the Galactic Empire to enforce the submission of former Separatist worlds, fighting against the remnants of the very government that once used them, with the Stormtrooper Corps using the droids as their mechanical attack dogs. They would remain utilized throughout the Empire's reign, and it was not uncommon to see these droids alongside stormtroopers at Imperial checkpoints.

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

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The spider droid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 9 (1d12+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MzhkM2I5YzBlYmYy","flags":{},"name":"Burst","type":"feat","img":"systems/sw5e/packs/Icons/monsters/169_-_DSD1_Dwarf_Spider_Droid/avatar.webp","data":{"description":{"value":"

.

The spider droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 9 (1d12+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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When the spider droid is reduced to half of its hit point maximum and is within 20 feet of a hostile creature, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YTU2ZjFhMzNjMGE2","flags":{},"name":"Hive Mind","type":"feat","img":"systems/sw5e/packs/Icons/monsters/349_-_Killik_Soldier/avatar.webp","data":{"description":{"value":"

Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZGRiYWQwZDg5NmZj","flags":{},"name":"Hive Tactics","type":"feat","img":"systems/sw5e/packs/Icons/monsters/349_-_Killik_Soldier/avatar.webp","data":{"description":{"value":"

The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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Once per turn, the Killik can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 30 feet of an ally of the Killik that isn't incapacitated

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Killik makes two weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d8+4) kinetic damage

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\"Ever heard of the Trillia Massacre?\"

\"No.\"

\"Good.\"

- Finn and Rey

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Trillia

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Dwarf rathtar was a subspecies of rathtar found on Trillia. They were involved in an incident known as the Trillia Massacre.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

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The rathtar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The rathtar can have up to eight arms at a time. Each arm can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying an arm deals no damage to the rathtar, which can extrude a replacement arm on its next turn. An arm can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

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.

The rathtar makes four flailing arm attacks, uses Reel, and makes one attack with its bite.

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Melee Weapon Attack +7, Reach 15 ft., One target. Hit : 6 (1d4+4) kinetic damage.

The target is grappled (escape DC 15) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has eight arms and can have up to four creatures grappled at a time.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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.

The rathtar pulls each creature grapples by it up to 15 feet straight toward it.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor deals double damage to objects and structures.

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.

The rancor makes three attacks: two with its claws, and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (8) kinetic damage

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Ranged Weapon Attack +8, Range 60/240 ft., One target. Hit : 21 (3d10+5) kinetic damage.

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YTJlMjdmZWFlZjFk","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The chieftain makes two gaffi stick attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YWQyOWI5MDg2ZTIw","flags":{},"name":"Gaffi Stick","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/235_-_Tusken_Chieftain/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MGFjYmYxYzc0MDBh","flags":{},"name":"Cycler Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/235_-_Tusken_Chieftain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 150/600 ft., One target. Hit : 6 (1d10+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NmMxOTU3MjUzNTAz","flags":{},"name":"Battle Cry (1/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/235_-_Tusken_Chieftain/avatar.webp","data":{"description":{"value":"

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Each creature of the chieftain's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the chieftain's next turn. The chieftain can then make one attack as a bonus action.

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\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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The Ysalamir create a 10ft radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each Ysalamir standing inside it.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\"I still remember seeing the starship. It roared like a Gorax in the sky, trailing smoke and flame.\"

- Treek

DesignationSemi-sentient
ClassificationHumanoid
Distinctions
  • Giant size
  • Highly sensitive hearing
HomeworldEndor
HabitatMountains

Gorax were a species of seldom-seen giant humanoids native to the mountains of Endor. They sometimes attacked the villages of the Ewoks, who were among the sentient inhabitants of the moon.

Biology and appearance

The Gorax were humanoids of gigantic proportions. One particular specimen was more than five times taller than Luke Skywalker, a human who measured 1.72 meters. A Gorax's ocher skin was covered in thick, matted dark fur, except on the face, hands and feet. Its head featured two forward-facing eyes with bushy brows, a mouth full of sharp fangs, and slit nostrils. Its limbs terminated in four fingers, including an opposable thumb. All of these digits ended in sharp nails. In his hand-drawn map of Endor, however, the Ithorian artist Gammit Chond depicted a Gorax with three-fingered hands, and feet with two large toes. Their large ponted ears offered them a highly sensitive hearing.

Gorax had immense strength; they were capable of uprooting a large tree effortlessly with both hands.

Behavior and intelligence

Gorax lived in mountainous areas and rarely showed themselves. Although they mostly behaved like savage animals, they displayed a capacity to use objects as crude tools—for example, using an uprooted tree as a blunt weapon. Moreover, some wore crude pieces of clothing, like a sash made of furs and skulls, or a belted loincloth.

History

The Gorax dwelled on Endor, a forested moon of the Outer Rim Territories that orbited a planet of the same name. Occasionally, they emerged from their habitat to attack the villages of sentient Ewoks who also lived on Endor. The Ewoks of Bright Tree Village posted watchers in the forest canopy above their homes to look out for such marauding Gorax.

When Chief Buzza still led Bright Tree Village, a male Gorax lived near Mount Krana. Makrit, the village's shaman at the time, had come to worship the giant, whom he called \"Great Devourer.\" Makrit intended to sacrifice kidnapped woklings in the Gorax's honor, but ended up being eaten instead.

In 4 ABY, the Gorax traps the Bright Tree Ewoks set up as a defense were re-purposed for taking out the All Terrain Scout Transport units deployed by the Galactic Empire during the Battle of Endor. Shortly after the battle, Luke Skywalker and Leia Organa helped the Ewoks Kneesaa and Wicket stop a rampaging Gorax by resetting those traps.

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The gorax has advantage on Wisdom (Perception) checks that rely on hearing.

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Any creature other than a gorax that starts its turn within 10 feet of the gorax must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any gorax for 1 hour.

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While in sunlight, the gorax has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The gorax makes two greatclub attacks.

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Melee Weapon Attack +9, Reach 5 ft., One Medium or smaller creature. Hit : 26 (6d6+5) kinetic damage.

The target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the gorax moves.

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Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Ranged Weapon Attack +9, Range 60/240 ft., One target. Hit : 28 (4d10+6) kinetic damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

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\"Most impressive is the AT-RT, yes?\"

- Yoda

Manufacturer

Kuat Drive Yards

ClassCombat walker
Cost

40.000 credits (new)

24.000 credits (used)

Length2,9 meters
Height3,2 - 3,45 meters
Cargo capacity20 kg

The All Terrain Recon Transport (AT-RT) was a one-man bipedal walker used for reconnaissance and patrolling, first by the Grand Army of the Republic during the Clone Wars, and later on by the Galactic Empire and Alliance to Restore the Republic and was made by Kuat Drive Yards.

Characteristics

One of several precursors to the AT-ST walker, the AT-RT was 3.2 meters tall and 2.9 meters long, with a saddle-like seat for a single clone trooper driver. Its open cockpit design made the driver especially vulnerable to sniper fire, a notable flaw, but low costs and good visibility of the battlefield made up for this shortcoming. While other walkers like the AT-PT eliminated the flaw of the exposed driver position, the AT-PT was slower, and this made the AT-RT competitive with the former as it was capable of tremendous speeds and could also leap quite a distance thanks to its light construction.

The recon walker was equipped with a nose-mounted repeating blaster cannon and mortar launcher, both of which made the walker a formidable anti-infantry unit, although a group of five walkers could easily overpower a single AAT. The AT-RT was fitted with a motion detection scanner and sensor equipment capable of providing Forward Command Centers with updated situation reports from the battlefield.

AT-RTs could be deployed to the battle field in various ways. They were usually deployed from landed Acclamator-class assault ship, but this wasn't always practical for size reasons. When this occured, they could be deployed by LAAT/is, 1 per gunship stored on the speeder bike ramp, 2 could be carried if the crew bay was empty.

The walkers could also be deployed from modified AT-TEs with special cargo lifts in their back section. They could transport 2 Walkers and their riders. ARF Troopers were known to pilot these walkers.

History

Due to its light construction, AT-RT walkers were especially vulnerable to heavy weapons. This led many commanders to use them in fast scout packs, such as Lightning Squadron, a team that consisted of ten ARF troopers specially trained to operate AT-RTs. They were also used in the role of civilian (police or militia) support. Commonly, these walkers operated as picket and pathfinder units.

AT-RT walkers were used on several worlds during the Clone Wars. In the Battle of Christophsis, three AT-RTs made a gallant charge into the advancing enemy lines, 2 were destroyed, and it is unknown if the last walker and it's rider returned. Prior to the battle, they were stored in the Republics forwards command center, but many were destroyed when the traitorous clone trooper Slick sabotaged the base.

In the Battle of Ryloth, AT-TEs got trapped on ridge by AATs firing at their position. Mace Windu ordered the deployment of Lighting Squad. The squad and their walkers were deployed from specially adapted AT-TE with lifts in their rear section. Led by General Windu, the squad advanced on the enemy tanks, the walkers were too fast for the tanks and outflanked them easily, which allowed Lightning to attack the tanks from behind targeting their weak spots.

Shortly after the skirmish, Windu took two Advanced Recon Force troopers, Razor and Stak, to Cazne to find the freedom fighters of Ryloth, after encountering a droid patrol they met up with Cham Syndulla, the leader of the resistance. After the leader of the resistance agreed with Senator Orn Free Taa to ally themselves with the Republic forces, the Syndulla and Windu came up with a plan to take the occupied city of Lessu. Mace Windu stowed away inside an MTT headed for the City, as they were crossing the bridge, however, they were detected by the Droids. The Jedi made a break for the end of the bridge while AT-RTs and AT-TEs along with the Ryloth Resistance provided cover fire from the ridge over-looking the bridge. After fighting off the droids, the force made its way across the bridge, the AT-RTs took out the Tank guard then made their way into the city.

In the Battle of Kiros, AT-RTs were deployed by the 501st. These were later used by Anakin Skywalker and Ahsoka Tano to find the bombs hidden around the city. After defeating the droids guarding each bomb, they managed to disarm them.

Many AT-RTs of the 501st were deployed on Umbara when trying to capture the capital city. When beginning their assault on the surface, the walkers were launched from the back of LAAT/is. The walkers were ideal for the rough, uneven terrain of the planet, and because of their size could move through the thick forested areas with relative ease. However, they were no match for the hi-tech armaments of the Umbaran separatists, and were easy pickings for the likes of the Umbaran hover tank.

As with the Umbaran Campaign, great numbers of these walkers were deployed for Battle of Kashyyyk, and were later used in an attempt to track down Jedi Master Yoda following the execution of Order 66. They also saw action on Outer Rim planets such as the conflicts on Utapau and Mygeeto.

Units of this type were also used during the Battle of Rishi.

These light-weight walkers would also be utilized in the attack on the Jedi Temple. Over a year later, during an attempt by ex-Jedi Fy-Tor-Ana and Ferus Olin to retrieve a cache of lightsabers from the occupied Temple, AT-RTs would back up teams of stormtroopers that were hunting them. However, it appeared that the AT-RT was phased out in favor of the AT-ST. Nonetheless, it was considered preferable to the 74-Z speeder bikes, especially by various notable scouting units. According to the Imperial-turned-Rebel General Crix Madine, the AT-RT was commonly used in police units, and was easy to steal them on most Rim worlds.

Elite Imperial units like Lightning Squadron continued to utilize their AT-RTs during the Galactic Civil War. Modified AT-RTs were also utilized by the Rebel Alliance and fringe groups. Many of these walkers were painted with camouflage to better blend in with their surroundings. A floodlight often replaced the repeating blaster cannon, providing additional aid for the walker on night-time missions, but making the vehicle more vulnerable in the process.

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

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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The construct makes two attacks with its repeating blaster cannon or uses its mortar launcher.

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The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a DC 13 Dexterity saving throw. A target takes 14 (4d6) damage on a failed save, or half as much on a successful one.

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Mucous salamanders were amphibians native to the bogs of Yavin 4. They possessed the distinct ability to diffuse their molecular structures underwater, which allowed them to swim faster and pass through hunters' nets. When a mucous salamander entered dry areas, it could change its molecular structure into hardened scales for protection from predators, particularly the angler. Another name for the mucous salamander was the pinkish salamander

Within his first month at Luke Skywalker's Jedi Praxeum, Jacen Solo captured a number of the creatures.

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When the salamander enters or exits water, it changes the form of its molecular structure to mimic its surroundings. Other than its AC, its statistics are the same in each form. Any object it is wearing or carrying isn't transformed.

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The salamander can breathe air and water.

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The salamander can move through other creatures and objects no more than 10 feet in diameter as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

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The salamander can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Any creature that grapples the salamander takes 3 (1d6) kinetic damage at the end of its turn.

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While underwater, the salamander has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":14,"powerLevel":0,"xp":{"value":11500},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"darkvision 60 ft, passive Perception 20","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":21,"prof":5,"total":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":1,"ability":"dex","bonus":0,"mod":6,"passive":21,"prof":5,"total":11},"sur":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","token":{"flags":{},"name":"Mandalorian Hunter","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"4PgdhyU3PKAEDaXo","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":112,"max":112},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTcwMDZmMzA2ODFk","flags":{},"name":"Agressive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

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

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The Hunter has advantage on saving throws against being frightened.

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When the Hunter attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NmE3MzUzYjM1YmJi","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The hunter deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZjlkNmM0NDRhN2Uw","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Moderately Armored. While wearing medium armor, the hunter adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MDBlYWU3MDBmMmMz","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the Hunter has a flying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NWRkMDU1ODUxMGRh","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The Hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZWNhNWVkM2Q3MTZj","flags":{},"name":"Ranger's Quarry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The Hunter chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes. once per round it deals 4 (1d8) additional damage to its quarry, of the same type as the weapon used. Additionally the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YzkzYWY5NjJmOGRl","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

If The Mandalorian fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MjVjZDJmMmZiMjgx","flags":{},"name":"Sharpshooter","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The Hunter's ranged attacks ignore half cover and three-quarters cover and attacking at long range no longer imposes disadvantage on its ranged weapon attack rolls.

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The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

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.

The Hunter makes three weapon attacks and uses its whistling birds, wrist flamer, wire restraint, or throws a detonator.

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Ranged Weapon Attack +11, Range 150/600 ft., One target. Hit : 19 (2d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"ZjljYjFlYWYyMjVl","flags":{},"name":"Heavy Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 15 (2d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"YzE3ZjI4OWExNWUw","flags":{},"name":"Vibrodagger","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 11 (2d4+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":150000},{"_id":"NDMyYjBhNTg2NTlj","flags":{},"name":"Thermal detonator (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 14 (3d6+4) kinetic damage.

The Hunter throws a grenade, at a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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.

The hunter shoots 3 explosives from its wrist launcher. Each explosive hits a creature that it can see within range. Each explosive deals 3 (1d4+1) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000},{"_id":"NmIwM2U0ZTUzMjk2","flags":{},"name":"Wire Restraint","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

On a hit the target is grappled. On the targets turn, it can use a its action to make a DC 15 Strength check to break the wire.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":180000},{"_id":"YzViYzEwZmEzYjU2","flags":{},"name":"Wrist Flamer (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":190000},{"_id":"ZWQ1NWIyNjg3NDdh","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":200000},{"_id":"ZDUyMmE5NWRlMjU0","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":210000},{"_id":"OWQ0ZDgxOTk1ZDI1","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":220000}]} -{"_id":"4SGXcgcVzIXtQreV","name":"B'omarr Monk Initiate","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"combat suit"},"hp":{"value":9,"min":0,"max":9,"temp":0,"tempmax":0,"formula":"2d8"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":9,"min":0,"max":9},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"You have progressed rapidly on your spiritual path, Brother Fortuna. Your quest is at an end. Prepare yourself for enlightenment.\"

- B'omarr Monk, to Bib Fortuna

Headquarters
  • Jabba's Palace
  • Teth Monastery
  • Denuta Temple
Locations/temples
  • Tatooine
  • Teth
  • Danuta
Date foundedCirca 700 BBY

The B'omarr Order, which consisted of the B'omarr Monks, was a mysterious religious order that moved to the planet Tatooine around 700 BBY. The B'omarr believed that cutting themselves off from all physical sensation would further their studies, and allow them to ponder the galaxy and achieve enlightenment. When a monk became enlightened, his brain was removed through a special procedure, and was placed in a nutrient-filled jar. The brains were held in very high regard by the lower, embodied monks, who saw to their every need, though the brains rarely did anything other than think and wonder. When they did need to travel around their monastery on Tatooine, the brains were transferred into specially modified BT-16 perimeter droids.

The order was established sometime prior to 700 BBY, though they transported their followers to Tatooine soon thereafter. They constructed a giant monastery, where they lived for centuries, though they were rarely the only inhabitants; over the years, many bandits and criminals occupied the palace, including Alkhara and Jabba Desilijic Tiure. After Jabba's death in 4 ABY, the monks took their palace back by force, recruiting new members without their consent. They then locked up Jabba's Palace and continued to practice their beliefs for many years.

Practices and beliefs

\"I'm not sure anyone pretends to understand the B'omarr Order. From what I've heard, when they reach their greatest state of enlightenment, each monk undergoes some kind of surgery that removes his brain and places it in a life-support jar. It keeps them from being distracted by physical diversions, leaving them to ponder the great mysteries.\"

- Luke Skywalker, on the B'omarr Order

The B'omarr centered their religion on isolating themselves from all feeling and emotion, so they could focus and enhance the power of their minds. They embarked on mental journeys that were impossible to comprehend while one was focused on the physical world. The B'omarr cared little for personal comforts and wore the simplest of garments. As a monk came closer and closer to enlightenment, he began to shed the use of speech, preferring to communicate either with solitary words or images, which the monks alone could fully understand. Other B'omarr were able to telepathically communicate, speaking directly into the subject's mind. Eventually, a monk would require none of his senses, at which point he was said to have achieved enlightenment. The monks were also adept healers, and offered aid to any who stumbled upon any of their outposts on Tatooine.

There were several stages that marked the spiritual growth of a B'omarr monk; after each stage, a monk was given a test to check his knowledge of the subject. There were many different types of tests: some were designed to gauge a monk's understanding of logic, others to test one's knowledge of sacred B'omarr texts, and others still determined a monk's ability to cut himself off from the physical world, by putting him through painful tasks and observing how much pain he felt. Eventually, after many years of study and practicing distancing himself from the physical world, as well as successfully completing each stage's test, a monk would become enlightened; he had pure mental power, and was at peace with the cosmos. As enlightened monks no longer required their bodies, lesser monks would help them shed their body through surgical means. After their enlightened brain was carefully removed, the monks were transferred into a nutrient-filled jar, freed from the distractions of life. The process of removing a monk's brain was very delicate, and the surgeons had to be extremely well-trained and careful when performing the transplant. They made use of reliable anesthesia to ensure the process was painless, and through experience, as well as various forms of apparatuses developed over the centuries, the monks were able to keep the brain functioning and alive long enough to transfer it into a nutrient jar. One small mistake and the brain was lost; they were usually discarded along with the lifeless body, before being eventually disposed of.

Occasionally, however, a monk's brain would be removed before he had truly achieved enlightenment. Assuming the operation went well, the monk would survive, though there were several side effects. The separation of the body and the brain could often induce psychosis, and the brain would then mentally scream, usually for days on end, without pausing for breath. Monks going through this transition were generally kept separate from the other disembodied monks, whom they usually disturbed. Eventually, in most cases, the brain would cease to scream, and could be returned to where the rest of the brains were located. Although incredibly rare, a brain could be transplanted back into a body, be it the monk's original body or that of someone or something else. However, the B'omarr had little technology to aid this procedure, so it was considerably more dangerous than the original process. For this reason, as well as the fact that the majority of monks were at peace when separated from their bodies, this was not widely practiced by the B'omarr.

After a successful operation, brains were transferred to the Great Room of the Enlightened, where they sat on shelves, meditating and pondering the infinite for centuries. The names of the enlightened ones were documented in the B'omarr Registry, a thick manuscript which included some of their greatest philosophical ideas, ponderings, and musings. With their every need catered to by the embodied monks, the enlightened brains rarely had use for moving around the monastery, though they did have means to do so when necessary: BT-16 perimeter droids. These droids were reported to have been designed by the B'omarr themselves, though similar models were in existence almost four thousand years earlier. The BT-16 droids possessed only the simplest of processors and technology; their main function was to react to the enlightened monks' telepathic messages. The droids would travel to the Great Room of the Enlightened at a monk's request and transfer a monk's brain-jar into a brain support unit, which was at the center the droid's legs. The brain support unit allowed the monks to survive without being connected to the special equipment in the deepest parts of the citadel, though they were initially difficult to use, and most monks preferred to stay in their jars. Towards the time of the Galactic Civil War, embodied monks began to experiment with the walkers, resulting in several of the newer models bearing five or six legs. The spiders would rarely leave the monastery, though some were known to roam the deserts surrounding the citadel, attacking anyone they came into contact with.

The B'omarr acolytes rarely congregated or spoke to each other, though they occasionally gathered in tea rooms, where they consumed their only form of nourishment whatsoever—potent teas made from strong herbs. These meetings rarely lasted long, the monks busy attempting to further their studies and understanding of the mind. Although part of the teaching of the B'omarr stated that possessions and comforts were unnecessary distractions, many monks veered from the order's way, accepting bribes to spy on the palace's criminal occupants. During Jabba Desilijic Tiure's time in their place of worship, many B'omarr acted as spies, while some were even on the payroll of his greatest rival, Lady Valarian.

History

\"Centuries before a few hardy colonists arrived to scrape out a living in the desert, the mysterious religious order of the B'omarr monks moved their followers to Tatooine. Out in the harsh wastelands, the monks sought a place of suitable isolation among the crags; there, over the generations, the monks carved for themselves a labyrinthine palace of grim solitude.\"

- Mammon Hoole documents the B'omarr's arrival on Tatooine

The details surrounding the founding of the B'omarr were largely unknown, though their practices did change throughout the centuries. The order originally consisted only of Humans, though in time it encompassed a great many species. They had sought a world where they would be met with little distraction from any settlers, eventually choosing the monastery that one day became Jabba's Palace, in the desert world of Tatooine, in the Outer Rim Territories. At some point, they also lived in a monastery on the Wild Space world of Teth and had established a Temple on the Mid Rim world of Danuta. Tatooine was inhabited by no one but primitive salvagers, and was forgotten by the records of the Galactic Republic. The leaders of the order relocated their followers to Tatooine, arriving in about half a dozen cargo ships, which were the basis for the colossal structure they built in the planet's Dune Sea. Their structure slowly adapted to the planet's climate; the monks built a roof after they encountered their first Tatooine windstorm, while the building was enclosed after their first encounter with the Tusken Raiders. Many rumors surrounded the citadel; it was even said that the monks received help from the Tusken Raiders when building it, though these were simply unproved legends.

The B'omarr kept to themselves for the next few centuries, though civilization began to grow on Tatooine, with several small towns being established. Eventually, the palace became a haven for a small number of bandits and criminals, who used it as both a hideout and a shelter in the middle of the barren desert. The monks were happy to accommodate the bandits, though they ensured that the deepest parts of the citadel were reserved for housing the brains of the enlightened monks. Around one hundred and fifty years after they moved to Tatooine, the period of B'omarr isolation ended. A well-known pirate named Alkhara, who had incurred the wrath of both the local Tusken population and the Human authorities, sought refuge in the B'omarr's palace. Alkhara and his followers were welcomed with open arms by the monks, and quickly made the building their base of operations.

Eventually, the Hutt crime lord Jabba Desilijic Tiure came into possession of the B'omarr's temple, bringing with him a motley crew of gamblers, bounty hunters, and other criminally active individuals. The B'omarr were not fazed at this development, and continued to live out their lives as before. The presence of Jabba and his henchmen, however, would make the B'omarr far more involved with the other occupants of their monastery. While many feared the eerie spider droids and gave them a wide berth, some of Jabba's men took an interest in the B'omarr, learning and taking advice from both the embodied and the disembodied monks who frequented the palace.

Although many sought to learn more from the B'omarr, others saw the potential for exploitation, and hired many of the B'omarr as spies. Jabba's period on Tatooine saw many monks abandon their principles and engage in unsavory activities. Some worked for Jabba himself, such as the corrupt monk named Grimpen, who transferred wanted criminals' brains into other bodies, usually unsuspecting monks or any of Jabba's captives. Jabba also forced the monks to remove the brains of those who had failed him; they wandered the corridors of the palace aimlessly for years after. The majority of monks who found themselves working with the palace's criminally minded occupants acted as spies or informants; Jabba's main rival, the Whiphid Lady Valarian, had at least one B'omarr spy stationed in the palace. The monk was later killed by another spy of Valarian's, J'Quille, after a misunderstanding. Although the corpse was discovered by one of Jabba's Gamorrean guards, J'Quille managed to persuade him that the monk had in fact entered a trance. Others acted as informants for Ephant Mon and Bib Fortuna, two of the most prominent members in the Hutt's court.

Much of the information on the B'omarr available to the galaxy at large was compiled by Shi'ido Senior Anthropologist Mammon Hoole during Jabba's stay in the B'omarr's domain. On his first visit to the palace, Hoole mingled and interacted with the monks, learning of their beliefs and customs. Hoole, however, left the monks when they offered to guide him to enlightenment. On his second visit studying the monks, Hoole brought his two surrogate children, Tash and Zak Arranda. Jabba wanted Hoole to translate an ancient book he had taken from the B'omarr monks, though the visit to the palace proved far more eventful. Tash Arranda's brain was swapped with a criminal's by a corrupt monk, though it was eventually restored to her body and Hoole managed to escape with the children.

Occasionally, Jabba interacted with the monks, allowing them access to prisoners they dubbed \"interesting.\" One such event occurred when Han Solo was imprisoned following his release from carbonite, and he consented to tell his story to a young monk.

In 4 ABY, Jabba Desilijic Tiure was killed by Princess Leia Organa aboard his sail barge above the Great Pit of Carkoon, with most of his henchmen dying in the destruction of the Khetanna. Many of Jabba's former allies scrambled to pick up the pieces of the Hutt's criminal empire and claim it for themselves; the B'omarr took this opportunity to emerge from the shadows of their monastery, recruiting many new members by force, and killing those that resisted. Among the new \"initiates\" was Bib Fortuna, Jabba's former majordomo. The B'omarr remained in the palace, and although several attempts to make use of the vast building were made, the monks remained mostly in solace for many years.

For over twenty years after Jabba's demise, various thieves—among them agents of Lady Valarian, Jabba's old rival—arrived at the B'omarr monastery, hoping to plunder whatever wealth remained from Jabba's reign. The B'omarr were far too numerous for any petty criminals to fight off, so their ranks swelled considerably when thief after thief was enlightened, their brains placed in jars. In order to encourage more robbers to arrive, thus giving them further subjects to induct into their order, the monks allowed several to leave the Palace unharmed, taking with them hoards of Jabba's valuables. These stories attracted many more visitors; the B'omarr let none of them escape.

Locations

The Tatooine Monastery

\"They still roam the corridors of Jabba's Palace, from what I hear.\"

- Mayor Mikdanyell Guh'rantt, to a spacer

The palace which was later known as Jabba's Palace was built by the B'omarr approximately seven hundred years before the Battle of Yavin. Located in the Dune Sea, the palace was originally a simple construction made out of the chassis of several freighters, though after attacks by the vicious natives, the monks decided to build a more secure place for their studies. They built a huge round palace, which stood for several centuries, with many types of criminals and bandits occupying it, though the B'omarr always remained, lurking in the deepest and darkest portions of the citadel. Whenever a new band of mercenaries took over the building, they added to the complex building, constructing an observation tower, sewer systems, and even a series of subterranean tunnels. Eventually, the palace came into the possession of Jabba the Hutt, who had his main architect tweak it to suit his needs.

Jabba had his architect, Derren Flet, make many adjustments, though he was ultimately unhappy with the lack of prison space, and had Flet killed. The Hutt gangster had a vast hangar and garage—used to house his many pleasure yachts and sail barges—built beside the original palace, as well as stables used to keep his many vicious pets, which included the fearsome rancor. Jabba also installed a vigilant security system, and could locate any potential visitors from up to ten kilometers away. The hub of the palace during Jabba's time was his massive throne room, which housed his accountants, assassins, bounty hunters, and various other unsavory individuals.

After Jabba's death, the palace was turned into the Tatooine Retirement Home for Aged Aliens, though a shortage of government funds allowed the B'omarr to remain alone in the palace once again. Jabba's father Zorba became the owner.

The Teth Monastery

At some point, the Order constructed and lived in a monastery on the jungle world of Teth, on the top of a large mesa. It shared many design features with the Tatooine monastery and like that, had a throne room. It also had a room that housed a jungle rancor.

By the time of the Clone Wars, the monastery had long been abandoned. During the conflict, the captured Huttlet Rotta was taken to the monastery by the Confederacy of Independent Systems. The Galactic Republic sent a group of clone troopers, as well as the Jedi Knight Anakin Skywalker and his Padawan Ahsoka Tano, to free the baby Hutt, which instigated the Battle of Teth in and around the monastery.

The Danuta Temple

At some point, the Order also established a temple in the city of Trid on Danuta, which was primarily populated by Hutts during the days of the Old Republic, but later went under control of the Galactic Empire. Like thousands of other religions within the Empire, the monks were tolerated by the Imperials as long as they remained apolitical. In addition to embodied and disembodied monks who lived within the Temple, some supporters of their religion lived within the city of Trid and only visited the Temple during the regular ceremonies and prayers. One such visitor was Meck Odom, an Imperial officer whose position in the Imperial Military forced him to keep his religious beliefs a secret.

Other locations

The B'omarr had several other places of worship on Tatooine, though none were as famous or well used as Jabba's Palace. The B'omarr outpost was situated very near to Jabba's Palace, and was the home of the Most Perfect Order of K'vin. Another location was the Citadel of B'omarr; similar in design to the B'omarr Monastery, the citadel was the home of both embodied and enlightened monks. The citadel was also an outpost for those needing medical attention, who would always be treated by the embodied B'omarr healers. The healers made no distinction between patients who had been injured in the line of illegal activities and those who were not, offering their help and expertise to all who sought it. Although the connection between it and the order is unknown, the B'omarr Flats were a large expanse of land, located near the Great Mesra Plateau. The Great Pit of Carkoon was located in the flats.

Notable members

Evilo Nailati was a B'omarr monk who had had his brain removed some time before or during the reign of the Galactic Empire. He was extremely different to most other members of the B'omarr, in that he did not seek abstract concepts such as \"truth\" and \"enlightenment,\" but rather, he longed to amass as much knowledge as possible. Knowing his efforts would not last long in his original body, he joined the monks, eventually being deemed \"enlightened\" by the senior monks. After then, he took a frog-dog named Buboicullaar as an underling of sorts, teaching him of the galaxy. Bubo's species were thought brutish and unintelligent, though in truth they were capable of extraordinary intellect, though they kept it a secret. For years before he wound up on Tatooine, Bubo was a spy and an assassin, and was eventually part of a plot on Jabba's life. He took an interest in the B'omarr, and after the Hutt's death, willingly allowed them to transfer his brain into a jar.

Sai'da was a keen B'omarr historian, with a particular interest for information from the outside world. This isolated him from the other monks, who felt that his time would be better spent contemplating the infinite. Nevertheless, he continued studying as a historian, and became very knowledgeable in the Galactic Civil War. When one of the most prominent players in that war, Han Solo, found himself jailed in Jabba's dungeon, Sai'da could not resist the temptation to speak with him. Sai'da acquired entry into Solo's cell; in return for the Rebel's life story, Sai'da would have to ensure that his companion, Leia Organa, was safe. He agreed, and left their meeting thinking of concepts like companionship, bravery, and humor, to which he had offered little thought previously.

A disembodied brain calling himself K'vin was the leader of the Most Perfect Order of K'vin, which he claimed the B'omarr Order was a splinter sect of; in truth, he had left the order to start his own. K'vin lived on Tatooine at the B'omarr outpost, and like the B'omarr, his order had their brains removed so they could ponder the infinite for ever more. K'vin, however, sought more; when a bounty hunter entered his temple searching for Han Solo, the brain pleaded with the bounty hunter to shoot his vat, which would free him and expand his knowledge of the universe. Despite the efforts of the other monks, the bounty hunter did; K'vin's brain died soon thereafter.

Hedon Istee left the order after being branded a \"sensualist,\" taking with him a sacred scroll belonging to the B'omarr. The monks were unhappy, and sent one of the less law-abiding occupants of Jabba's Palace after Istee, to take back the scroll. Fearing for his safety, Istee hired a spacer to defeat the Gamorrean sent after him. The spacer succeeded, and was paid 3,000 credits for his efforts. The B'omarr, however, resorted to more extreme measures, and had a bounty hunter attempt to track down Istee, though, like before, the spacer managed to defeat him. Eventually, Istee buckled under the pressure, though, and had the spacer return the scroll to the B'omarr citadel.

Meck Odom was already interested in the B'omarr Order during his time as a Cadet in the Academy of Carida, though his position in the Galactic Empire forced him to keep his beliefs a secret. After his graduation, he was assigned to the Trid research facility on Danuta and began secretly visiting the B'omarr Temple located there, participating in their ceremonies. Shortly before the Battle of Yavin, his best friend and former roommate Kyle Katarn was sent by the Alliance to Restore the Republic on a mission to steal the partial set of Death Star plans from the research facility. Using his knowledge on Odom's beliefs, he was able to contact him through the help of the B'omarr Monks and convinced him to help him steal the plans of the battlestation.

Bib Fortuna was always interested by the B'omarr, and used them as informants during his time in Jabba's Palace. He was not ready to have his brain removed after his master's death, however, though the B'omarr monks did so regardless; Fortuna's brain screamed for days, though eventually he adjusted. Fortuna longed to escape, as did his friend and fellow B'omarr, Nat Secura. Nat had been sentenced to death by Jabba the Hutt; desperate to save his friend, Bib had the B'omarr remove Nat's brain. Eventually, Fortuna had his own brain transplanted into the body of Firith Olan, and escaped the monastery.

Jabba's Quarren accountant Tessek had no interest in joining the B'omarr, though he was forced to when they recaptured their palace. Tessek was transferred to a brain walker, though he found that he had far more freedom in his new life. J'Quille was another of Jabba's henchmen that joined the order, though he did so by his own choice. A former lover of Lady Valarian, J'Quille had been sent to Jabba's Palace to assassinate the Hutt, though he soon found himself without the means to do so. After Jabba's death, Valarian was furious at J'Quille, and promised him she would put a bounty on his head if he ever left Tatooine. Confined to a life of misery under Tatooine's hot suns, J'Quille opted to join the B'omarr, knowing he would not survive long if he attempted to flee Tatooine.

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Ranged Weapon Attack +2, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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DesignationNon-sentient
ClassificationAmphibian
Average height1,5 meters
Skin colorBrown
Eye colorYellow
Distinctions
  • Toothy mouth
  • Long tongue
  • Dexterous forelimbs
  • Heat-sensitive palps
  • Two cranial antennae
Homeworld
Tatooine
HabitatDesert
DietCarnivore

Worrts were a non-sentient species that hailed from the desert of the planet Tatooine. These squat, large-mouthed creatures caught prey by sitting stationary in the sand and then using their long tongues to wrap around passing rodents or insects.

Biology and appearance

Worrts were squat and spiky creatures whose appearance bore similarities to that of chubas. They had brown, warty skin and measured 1.50 meters in height. They were quadrupeds with dexterous forelimbs. A worrt's head featured a pair of sensitive cranial palps, two bulbous eyes that could be yellow in hue, two nostrils, and a large mouth. That mouth contained a long tongue, and strong teeth laced with a venom potent enough to kill a bantha. The eyelids of the worrts could keep sand out of their eyes, and their saliva was also capable of jamming a blaster. Worrts lay large amounts of soft eggs, which were harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior and intelligence

Worrts were predatory creatures who lived on desert planets. Worrts fed mostly on insects and rodents. When hungry, a worrt would settle into the sand, becoming indistinguishable from a rocky outcropping, and wait for a prey to pass by it. When its victim came close enough, the predator threw its tongue out of its mouth and wrapped it around the prey. The worrt's tongue then snapped back, throwing the food down its throat.

History

The chuba-like worrts lived in the desertic wastes of Tatooine, a suns-scorched planet located in the Outer Rim Territories. The most notable worrt in the galaxy may have been the one lived on the road to Jabba the Hutt's Palace in the Dune Sea of Tatooine around the time of the Battle of Endor. Three years later, Han Solo and Lando Calrissian encountered a worrt named Korrg kept by the pilot Taka Jamoreesa. Around thirty years after the Battle of Endor, a Nu-Cosian traveling merchant and storyteller named Bobbajo kept a worrt named J'Rrosch as a pet.

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The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a success.

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The worrt targets one Small or smaller creature that it can see within 15 feet of it. The target must make a DC 12 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the worrt, and the worrt can make a bite attack against it as a bonus action.

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

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The Daughter can transition between humanoid and beast forms using a legendary action. While in beast form, the Daughter uses her Wisdom modifier for attack and damage rolls when making a claw attack, and adds her Charisma modifier to her AC.

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While in her humanoid form, the Daughter adds her Wisdom modifier to her AC.

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The Daughter's forcecasting Ability is Wisdom, (power save DC 21, +13 to hit with force attacks). She can innately cast the following force powers:

At Will: sense force, sense emotion, calm emotions, heal (cast

as a 3rd level power), sanctuary

3/Day Each: improved heal, stun, restoration (the power can

affect any condition except incapacitated), wall of light (deals

4d10 damage on contact instead)

1/Day Each: stasis, revitalize

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The Daughter has advantage against the saving throws against Light force powers

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When the Daughter would cast a power with a casting time of one action, she can cast the power as a bonus action instead.

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The Daughter's force powers are considered enhanced.

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If The Daughter fails a saving throw, she can choose to succeed instead.

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As an action or a bonus action on her turn, or by using the Shifting Aura legendary action, the Daughter activates an Aura of her choice below, and can use a bonus action on subsequent turns to maintain the aura. She can maintain concentration on a single aura and a single force power at the same time, but must succeed on a Constitution saving throw (DC 10) with disadvantage, or lose concentration on the force power.

1. Aura of Purification Purifying energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) can’t become diseased, have resistance to all damage, and have immunity to all conditions.

2. Aura of Empowerment Invigorating energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) deal an extra die of damage with weapon attacks and force powers, and all of their attacks are considered enhanced.

3. Aura of Resilience Hope and vitality radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) have advantage on Wisdom saving throws and death saving throws, and regain the maximum number of hit points possible from any healing. Additionally, attacks that target these creatures do so with disadvantage.

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The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

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.

The Daughter makes two Light Wreath attacks.

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.

The Son makes two claw attacks.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 21 (4d6+7) kinetic damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 14 (4d6) energy damage

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The Daughter can cast one of her at-will force powers.

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.

The Daughter can activate one of her Mastery Auras or change which aura is active.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"ZjBkNWNmMzJjZDZi","flags":{},"name":"Claw (beast form)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

.

The Daughter makes a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"OGZkZjAwYmQ0MjM4","flags":{},"name":"Force Step","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

.

The Daughter moves up to his speed without provoking opportunty attacks.

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.

The Daughter transitions from a beast form to a humanoid form or vice versa.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando has advantage on Constitution saving throws made to maintain concentration on a power. Additionally, when the commando uses its action to cast a tech power, it can make one weapon attack as a bonus action.

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The commando is a 9th-level techcaster. Its techcasting modifier is Intelligence (power save DC 17, +9 to hit with tech attacks, 7 tech points).

It knows the

following tech powers:

At-will: combustive shot, encrypted message, ion blast

1st-level: analyze, element of surprise, energy shield

2nd-level: hold droid

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When the commando or any of its allies within 15 feet are the target of a tech power or are within the range of a tech power's area of effect, the commando can use its reaction to force the caster to make a DC 17 Intelligence saving throw. On a failure, the power's effects are negated and the caster takes 1d6 lightning damage per the level of the power it was casting. Additionally, the caster's tech focus is overloaded and cannot be used to cast tech powers for 1 minute. At the end of each of the caster's turns, it can repeat the saving throw, ending this effect on its focus on a success.

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.

The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

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.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

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The Leviathans are an ancient species of bioengineered serpentine creatures created by fallen Dark Jedi during the Hundred-Year Darkness. Some sources speculate that they may have been created by Karness Muur; however, Sorzus Syn took credit for their creation in her chronicle.


Biology and Appearance. Leviathans are large, carnivorous reptiles, created to roam the battlefields as living superweapons and draw the life energies of enemy soldiers into blister traps that dot their wide backs. They are hatched from eggs, and young Leviathans appear serpentine with no limbs, eyes, or even the species' signature blister traps. Despite this, Leviathans are aggressive towards other living organisms even at this stage of their lives. As adults, Leviathans develop into large bipedal creatures with four smaller forelimbs and two tentacles around the jaws. The hide of an adult Leviathan is incredibly tough, and enables them to even travel through lava unscathed.


During their adult stage, Leviathans also develop several blister traps used to store the life energies of their prey. When they kill a being, they absorb all of the victim's life force and knowledge. Even if a being is freed from the creature's blister traps, the victim is rapidly aged and weakened. Adult Leviathan can also interfere with the Sense abilities of Force-sensitives, causing the victim to hear screams, develop headaches and trigger obsessive behavior centered around making the pain stop. Adult Leviathans have long tentacles surrounding a gaping maw filled with rows of long teeth, two sets of eyes—one atop the other—and four nostrils in a similar arrangement. Leviathans are capable of projecting fire, which help engender their fearsome reputation. While those Leviathans on Corbos had purple skin, their offshoots on Kesh had a bluish-green hue to their skin.


Leviathans as a species are capable of hibernating for millennia but can be awakened when prey was around. Leviathans can be slain through sustained lightsaber strikes. While their large size gives them an advantage over most other lifeforms in close-quarter scenarios, Leviathans can also be destroyed by concentrated fire from turbolaser cannons and even Force lightning. As with many other sentient and non-sentient lifeforms, Leviathans can also be electrocuted.


Behavior. Despite its massive girth, the Leviathan has incredible speed and is capable of outrunning its prey. The beast actively hunts its prey, and when it traps them within its tendrils, the blister traps resonate with a bright blue aura as it begins to drain the life energy and knowledge of its prey. The Leviathan hunts a diverse range of species including Humans, Rodians, Keshiri, S'kytri and even non-sapient creatures like uvaks. After digesting the life essences of their prey, the Leviathans also absorb their knowledge and intelligence, which can be accessed by whoever controlls them. Should the beast be directly attacked by other beings, the Leviathan relies on its mass, teeth, and tendrils for self-defense.


Despite their size and strength, the Leviathans only have the cognitive intelligence and reasoning of a non-sentient pet. They regard all other beings and animals as prey to be devoured and lacks any form of intelligent speech. Instead, the Leviathans communicate through grunts and roars. The Dark Jedi Baron Remulus Dreypa used a Sith amulet to direct and control the Leviathans on Kesh. Even those not controlled by a master still pose a danger to other beings. Several Leviathans on Corbos were known to hibernate for millennia and then emerge whenever they sensed the presence of a large number of prey.


History. This species was created during the Hundred-Year Darkness and therefore predated the Lords of the Sith and must have been created by dark-side alchemy discovered independently from Sith Alchemy. For this reason, they can be more accurately referred to as \"dark-side spawn.\" However, the term Sithspawn has become a popular phrase during much of history. The Dark Jedi and future Sith priestess Sorzus Syn stated that her work creating Howler, Shambler, Pit Horror creatures eventual culminated in the creation of Leviathans. Her experiments with Leviathans would later help her master and improve Sith Alchemy. One specimen, called Krespuckle the Ever-Hungry, became her personal favorite.


Leviathans were primarily created by the Exiles to reinforce the Dark Jedi armies towards the end of the war. Following the Battle of Corbos in 6900 BBY, Leviathans virtually disappeared from the galaxy. A small remnant population managed to survive undetected on Corbos. Growing increasingly feral, these survivors only emerged whenever colonists attempted to establish themselves on the planet. In the succeeding millennia, numerous groups of colonists would be wiped out, their disappearances considered a mystery. Meanwhile, these Dark Jedi were exiled by the Jedi Order into the Stygian Caldera where they forged the Sith Empire. The Sith priestess Sorzus Syn also established a laboratory where she grew several Leviathan larvae.

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The leviathan's melee weapon attacks are considered enhanced.

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If the leviathan fails a saving throw, it can choose to succeed instead.

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The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

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The leviathan deals double damage to objects and structures.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The leviathan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +18, Reach 10 ft., One target. Hit : 17 (2d6+10) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"MTZlZmFkZGM1Y2U4","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/353_-_Leviathan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +18, Reach 10 ft., One target. Hit : 23 (3d8+10) kinetic damage.

If the target is a Large or smaller creature grappled by the leviathan, that creature is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns. If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

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Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 20 (3d6+10) kinetic damage.

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The leviathan has two tentacles, each of which can grapple one target.

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.

Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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.

The leviathan exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

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.

The leviathan makes a tentacle attack.

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.

Each creature currently restrained by the leviathan takes 21 (6d6) necrotic damage, and the leviathan regains hit points equal to the total damage dealt to all targets. If this damage reduces a creature to 0 hit points, the leviathan kills the target by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces. This attack does not affect droids.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000}]} -{"_id":"5CEmjq67c1MGY4o9","name":"Jakrab","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":3,"min":0,"max":3,"temp":0,"tempmax":0,"formula":"2d4-2"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":3,"min":0,"max":3},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

Jakrabs were a species of long-eared swift bounding mammal lagomorphs native to Tatooine and Neimoidia.

These herbivores would get food and water from plants and shrubs relying on a small nipping beak and a wide, 180-degree vision range for protection from predators like anooba. They had long ears which they used for hearing, heat dissipation, and communication. These ears relayed the creatures' attitude. When alarmed, they would put both ears up; when curious, they would put one ear up and leave the other down; when all was well, they would simply leave both ears down.

Their one-day-old kits had a reputation for eagerness.

Homeworld
  • Tatooine
  • Neimoidia
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The jakrab has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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Riots were a form of civil disorder characterized by mass vandalism, violence, or other crime. They generally occurred as a culmination of some sort of popular grievance or dissent, usually dealing with poor living conditions, oppression, taxation, conflicts between species, races or religions, et cetera.

Such law enforcement organizations as the Coruscant Security Force, Coruscant Guard, Scout Soldiers, or the Corporate Sector Authority's Security Police were used to suppress rioters. They used a variety of non-lethal weapons and equipment, including the energy baton, the R-88 Suppressor riot rifle, the Taser stave, the Strikebreaker Riot Control Vehicle, and rolo-droids.

Historical riots

Old Republic era

Rise of the Empire era

Rebellion era

New Republic era

Legacy era

The internment of Corellians on Coruscant spurned a number of riots during the Second Galactic Civil War.

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The swarm has advantage on Strength and Constitution checks and saving throws.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

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The swarm makes three improvised weapons attacks.

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\"The AAT serves as the Trade Federation's front line assault vehicle. Designed to wipe out enemy troops, the AAT boasts a powerful laser cannon capable of punching through enemy ranks. A fearsome sight on any battlefield, the AAT is one of the Trade Federation's most formidable weapons.\"

- Captain Panaka

ManufacturerBaktoid Armor Workshop
ClassRepulsorlift tank vehicle
Length9,75 meters
Cost75.000 credits

The Armored Assault Tank (AAT-1 or AAT) was a medium-sized repulsor tank used mainly by the Trade Federation and the Confederacy of Independent Systems prior to the rise of the Galactic Empire. The tank had heavy frontal armor that gave it the capability to plow through walls, and it was heavily armed with a payload of 57 shells. The tank required a crew of four battle droids to be fully operated and was able to carry six additional battle droids onto the battlefield. The tank's reactor and power and communications gear were kept in the rear for protection.

The vehicle was designed by the Baktoid Armor factories, with its most important parts placed in the back. Piloted by OOM pilot battle droids, AATs comprised a significant portion of the Trade Federation's ground forces. They were used to fight armies of pirates in the Outer Rim Territories before they were finally deployed in the Federation's Invasion of Naboo in 32 BBY. Ten years later they would be used heavily during the galactic Clone Wars between the Galactic Republic and the Confederacy of Independent Systems. Though AATs did see a little action after the Republic transformed into the Galactic Empire in 19 BBY, these instances were very rare.

Description

The Armored Assault Tank was a formidable vehicle; it was augmented with heavy inches-thick frontal armor that allowed it to plow through walls, and had heavy weaponry. It carried a payload of 57 shells, but once exhausted, the AAT had to return to its carrier to have its shovel-shaped lower hull completely replaced, fully replenishing its supply.

The AAT's launch tubes could be equipped with a variety of ammunition. The three standard-issue ammunition types were \"bunker-busters\", high explosive shells used for destroying enemy structures such as outposts; armor-piercing shells, used for penetrating heavy armor on tanks; and high-energy shells for anti-personnel and anti-vehicle use. As they were fired, these shells were surrounded by high-energy plasma, which improved their penetration and reduced friction, thus increasing speed.

Its crew consisted of four battle droids (one commander, one pilot, and two gunners), and could also carry six B1 battle droids on the hand grips on the outside of the tank. The commander typically sat inside the turret of the primary blaster cannon, while the gunners and pilot were positioned in the main hull of the tank. The gunners operated both secondary blasters, and the commander controlled the main turret. The droid's programming allowed for only simple tactics, but the tank was effective nonetheless.

The reactor, along with key power and communications gear, was kept in the rear for protection, as with many other Baktoid vehicles. The AAT used heavy-duty repulsors to keep it off the ground and propel it forward. While this method was relatively quick, it was sluggish compared to the Gian and Flash speeders of the Naboo, and the later GAT. Like other repulsorlift vehicles, the Armored Assault Tank was unable to penetrate deflector shields.

Enemy forces could destroy an Armored Assault Tank by dropping EMP or explosive grenades into both the main turret and the pilot hatch. Additionally, the tanks were vulnerable to portable missile launchers, other vehicles, or Jedi with lightsabers.

History

Pre-Clone Wars

Prior to its most notable use in the Invasion of Naboo, the AAT-1 was deployed by the Trade Federation to several Outer Rim worlds, engaging them in battles against each other, to prove that they had both battle-scars and battle-readiness. When the Invasion of Naboo had started, the AATs had already engaged in fierce combat against armies of pirates, proving that the tank was ready for war. Trade Federation strategy dictated that two AATs escort an MTT.

Clone Wars

Shortly before the outbreak of the Clone Wars, the Trade Federation joined the Confederacy of Independent Systems, and hence AATs were assimilated into the rapidly growing Confederate armies. During the assimilation process, they were all repainted with the CIS standard blue and gray paint scheme and fitted with heavier double laser cannons on the flanking turrets. They would see action during the first battle of the war, and would be used extensively during the Dark Reaper Crisis, as well as the Battle of Muunilinst.

On the planet Christophsis, AATs were used under the command of General Whorm Loathsom and many of the tanks were destroyed during the battle by the Republic's AV-7 Cannon.

The Heavy Artillery Gun, also used during the war, had a design similar to that of the AAT.

During the war, they showed vulnerability to PLX-1 portable missile launcher fire, with a single missile from this capable of destroying it if aimed at the correct location. Advanced Recon Commandos also displayed capability of jumping inside the tank and blasting it apart from the inside. Also, they seemed inferior to the Republic TX-130 Saber-class fighter tank.

During the Second Battle of Geonosis, many AATs were deployed for use by the Geonosian Rebels against the Republic Forces. Later, after his defeat, Archduke Poggle the Lesser used a damaged AAT to transport supplies to the Progate Temple.

The AAT-1 also saw action during the Battle of Coruscant alongside Octuptarra combat tri-droids, and on a multitude of other worlds, including Muunilinst, Felucia, Aargonar, Maridun, and Murkhana.

Aftermath

However, following the Imperialization of the Trade Federation by the Galactic Empire, stormtroopers would sometimes utilize AATs during a few battles in the Galactic Civil War (possibly including the Battle of Tatooine).

One AAT was refurbished and made serviceable during the Galactic Civil War by a former Imperial slave Wookiee named Quagga. It then saw service during Jabba Desilijic Tiure's gladiatorial game.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YmJmMTQxMzJjMWVl","flags":{},"name":"Operated","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

By a Pilot & Gunner roll a separate initiative for both.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YzMxOGIxNTE0NzQ2","flags":{},"name":"Piloted","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. Pilot Controls movement, Ram action, & Rocket launchers

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MmNmYjI2OTVkMzYz","flags":{},"name":"Gunner","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

The construct requires an active gunner to operate the vehicles weaponry. Gunner controls Plasma Cannon & Medium Repeating Blasters.

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The AAT ignores difficult terrain and can pass through occupied hostile spaces.

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The AAT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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.

The pilot of the AAT can use the Ram action and make 1 attack utilizing the Rocket Launcher.

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.

Any creature within the AAT's movement path must make a DC 17 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

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.

Ranged weapon (range 100/400 ft.). Launches a barrage of rockets at a target. The target and any creature within 10 feet must succeed on a Dexterity saving throw or take 6d6 kinetic damage on a failed save and half as much on a successful one.

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.

The Gunner can make two attacks using the medium repeating blasters.

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Ranged Weapon Attack +10, Range 120/240 ft., One target. Hit : 28 (4d10+6) energy damage

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The AAT launches a plasma shell 150/300 ft range target must be at least 15 ft away from the AAT. Blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one (Recharge 5-6).

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\"No job is over this little guy's head.\"

- R2-series advertising slogan

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
1 meter
Cost5.000 credits

The R2-series astromech droid was a model of astromech droid produced by Industrial Automaton, boasting a level of success that was never equaled in Industrial Automaton's long history. A combination of excellent design, high-quality marketing, and good timing made this astromech droid one of the most sought after droids in history, and one of the few vintage astromech series still in active production decades after it was first designed, including the prototype R2-0. The line was so successful, even being given a positive review by Mechtech Illustrated for its versatility, that the Galactic Empire would later take credit for the design. The average cost for an R2 unit was about 4245 Republic Credits.

Functions

Like its forerunners, the R2 astromech was designed to work in and around space vessels as a diagnostic and repair unit. But unlike the clunky R1-series, this rounded, waist-high droid was made specifically to fit in military starfighter astromech slots. This was a radical departure, as previously all such droids had been dedicated government models. The droid was equally popular with Galactic Republic fighter jocks as it was with the general public.

When plugged into a T-65 X-wing starfighter, Eta-2 Actis-class interceptor, or similar starfighter, the R2 monitored flight performance, pinpointed and corrected technical problems, and performed power management, optimizing shipboard systems. Its ROM library had reference and repair designs for well over seven hundred starship models to ensure it was able to do its functions in repairwork, with its Intellex IV internal computer scans technical files also co pinpointing potential problems as well as finding data patterns or debug computer codes, allowing it to conduct over 10,000 MPF operations a second. The unit could store up to ten sets of hyperspace vector coordinates in the RAM of its astrogation buffer (thus allowing for even ships with limited navicomputers to make hyperspace jumps and also acting as a backup in the event of navicomputer malfunctions), and many had the intelligence and experience to perform engine startup and pre-flight taxiing. The R2 operated flawlessly in the vacuum of interstellar space. R2 units were equipped with a holographic recording mode.

Components

The center of the droids' success could be attributed to its Intellex IV computer, which featured at least 700 different spacecraft configurations and could do over 10000 MPF operations every second. Likewise, its built-in telecom software also allowed it to communicate with computers under the jurisdiction of both the Imperial Navy Transmission and the Corporate Sector Standard communications systems, as well as being given custom communications software. Its sensor package was equally impressive, with a full-spectrum transceiver and electromagnetic, heat, motion, and life form indicators. The droid also had a fully maneuverable video sensor, deployed from its domed head, allowing it to inspect enclosed spaces or peer over obstacles. The line also possessed a retractable jack that allowed the unit to plug directly into Imperial-standard computer ports, thus allowing it a direct hard-wired connection to most computers. It also had a flexible video sensor unit that allowed the R2 unit to examine hard-to-see workspaces via a 360-degree rotational joint, with a maximum reach of .85 meters. Aside from its video sensors, the R2-line also had a wide sensor array for almost any purpose, including a full spectrum transceiver, electrophoto receptors, DERs and heat and motion detectors, all of which are routed to the R2's Intellex IV internal computer that supported sophisticated analysis programs including life-form identification subroutines.

The droid's outer shell concealed an array of tools beneath its streamlined durasteel exterior. Each R2 came equipped from the factory with two manipulator arms (a heavy duty grasper with 25 kilo lifting capacity and 10 kilo grasping measure as well as a fine manipulator with 2 kilo lifting capacity with three 360-degree rotational joints for complete maneuverability and micro-adjustment controls that allowed for better than one micrometer placement accuracy; both manipulators have a .85 meter reach and are fully retractable within the body when not in use[1]), an electric arc welder, circular saw, computer scomp link arm, VicksVisc holographic recorder/projector unit, internal cargo compartment, and a general-use fire extinguisher, all of which came at no extra cost if purchased with the R2 unit. IA, taking a page from Corellian ship-builders, made the droids easy to upgrade and modify. The company offered a variety of after-market packages, but industrious owners also managed to equip R2s with such eclectic items and accessories as underwater propellers, laser pointers, jet thrusters, remote sensor limpets, and inflatable life rafts. This adaptability made the R2 units particularly popular among tech-heads, who often would have running competitions over who could outfit the most eclectic droid.

IA spent a great deal of time in the design of the R2's personality matrix. The droid was obliging, quick witted, and sincere. If the droid was not subjected to periodic memory wipes, it could develop a headstrong, self-reliant disposition. Many owners, however, actually preferred a droid willing to offer candid second opinions. Starfighter pilots tended to develop a strong bond with their astromech droids, often flying all their missions with one particular droid, and strongly objected to the memory wipes their counterparts were given on a regular basis in some units.

At least by the time of the Galactic Civil War, R2 purchases came with a three-year warranty, a user-support hotline, IA quality, various affordable prices, and dealer financing.

R2-D2

\"An extremely well-put-together little droid, Your Highness. Without a doubt, it saved the ship, as well as our lives.\"

- Captain Quarsh Panaka to Queen Amidala

The most notable R2-series astromech droid was R2-D2. He participated in numerous battles during both the Clone Wars and the Galactic Civil War. It was R2 who helped deliver the Death Star plans to the Rebellion, allowing their victory at the Battle of Yavin, and a message from Princess Leia to Obi-Wan Kenobi, which caused Luke Skywalker to leave Tatooine and go on to become a Jedi Knight.

Ever since the droid came to the public's attention shortly after the destruction of the first Death Star, despite having played a major part in many previous events, sales showed their highest increase since the launch of the series. IA resisted the urge to feature R2-D2's heroics in its HoloNet advertisements released after the fall of the Galactic Empire for fear of alienating New Republic leaders.

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

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The astromech droid leaps up to 40 feet in any direction.

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The astromech is a 3rd level tech caster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers. At Will: light, mending, minor hologram, on/off 1st Level: decryption program, oil slick, repair droid, smoke cloud, target lock 2nd Level: lock, release.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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Kaadu were large, flightless reptavians that inhabited the swamps of the planets Naboo and Obredaan as well as the moon of Rori. Gungans frequently used them as mounts.

DesignationNon-sentient
ClassificationReptavian
Average height2,24 meters
Average wingspan1 meter
Skin color
  • Yellow
  • Orange
Eye ColorBlack
Distinctions

Billed faces

Homeworld
Naboo
Diet

Omnivorous

Characteristics

The kaadu was a two-legged reptavian at home both on land and in the water: they were excellent runners and strong swimmers, as their lung capacity allowed them to remain underwater for up to two hours. They were very fast, reaching a top speed of 80 kilometers per hour and easily outrunning most other creatures. Kaadu came in shades of yellow and bright oranges. The area around their eyes was a periwinkle color.

Kaadu had sharp hearing and a keen sense of smell. They lacked upper incisors, and as such were unable to chew their food. Their diet consisted primarily of snails, tlickweed, and aquatic plants.

They could be found in huge herds, with the total record documented as 3.4 million animals. They often had close familial ties. Kaadu females laid their eggs on land, often in fields. Because predators such as the peko-peko ate kaadu eggs, the average clutch of eggs was large, usually 100–250, thus ensuring at least some of the younglings survived.

Kaadu were known to be fearless, and many were domesticated by Gungan warriors as steeds during times of conflict, or as patrol animals to police the Gungan cities. Kaadu were highly loyal to their owners; it was said that a Gungan and his kaadu made an inseparable team. Warriors often decorated their steeds with huge titavian feathers. Officers of the Gungan Grand Army rode into battle against the Trade Federation upon their kaadu mounts.

They were also encountered by the Jedi Qui-Gon Jinn and Obi-Wan Kenobi during their task of finding two missing Jedi Master's in the swamps of Obredaan.

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\"Hey—your spy droids discovered this freighter. You gonna doubt your own tech the way you're doubting me and mine?\"

- Cad Bane, to Darth Maul

CreatorSith
ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
0,3 meters
Sensor colorBlack
Plating colorBlack

The DRK-1 Dark Eye probe droid, also known as the Sith probe droid, Sith seeker, DRK-1 Tracker Droid or Repair droid, was a model of probe droid used by the Sith and later the Galactic Empire.

Characteristics

The DRK-1 probe was a spherical probe droid capable of floating above the ground. Equipped with a single eye, these droids had a black carapace and were fitted with an antenna rising from their globe-like body. Darth Maul's DRK-1 probe droids spoke the language Sisrai.

History

\"Show me.\"

- Darth Maul commanding one of his DRK-1 Dark Eye probe droids

The Sith Lord Darth Maul made use of several DRK-1 probes, keeping at least three of the spy droids aboard his personal starship, the Scimitar. He utilized these droids to track down a freighter belonging to the Haddrex Gang on Nar Shaddaa, which led Maul and his bounty hunter compatriots to the hideout of Xev Xrexus in the Drazkel system. There, Maul followed one of the droids to the location where Jedi Padawan Eldra Kaitis was imprisoned.

In 32 BBY, Maul launched three probe droids while seeking out Queen Padmé Amidala on Tatooine, and successfully located her Jedi protector, Qui-Gon Jinn. Maul recalled his probes and set out on his speeder, the Bloodfin, to engage Jinn in a lightsaber duel. However one of these droids, after rescuing a labor droid and being saved from a sandcrawler by the same droid, decided to remain on Tatoonie with its new friend.

During the Galactic Civil War, these droids were used as repair units by the Imperial Army to make field repairs to vehicles. They were unarmed however, leaving them defenseless against enemies.

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

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

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The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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\"That's not a star cruiser. That's a horse. Horses don't fly.\"

- Cindel Towani

Horses were large, solid-hoofed domesticated mammals with a flowing tail and mane. In some parts of the galaxy, they were used as draft animals, as beasts of burden, or for riding. While \"horse\" was the vernacular name for the species used in Galactic Basic Standard, the technical term used by scientists was equus.


DesignationNon-sentient
Skin color

Varied

Distinctions
  • 4 limbs
  • hooves
  • flowing mane
Homeworld
  • Dathomir
  • Endor

Biology and appearance

The species equus, commonly referred to as \"horse\" in Galactic Basic Standard and \"pulga\" in Ewokese, was a non-sentient type of quadrupedal mammal that lived on many planets of the galaxy and was divided into many breeds of different sizes and morphologies. Large black breeds lived on Dathomir, while smaller breeds called \"ponies\"—known as \"gaupas\" in Ewokese—dwelled in the forests of Endor. The size of an Endorian pony was comparable to that of a young Coruscanti armored rat.

Horses were ungulates, using the hooved tip of their toes to move around. Their long, flexible legs allowed them to run really fast, but they were incapable of flying. Their bodies were covered in hair, and a mane of even longer, thicker hair grew about their necks and heads. A horse's head featured a long muzzle consisting of the lips and nose. The eyes of a horse were on the sides of its skull, and its ears protruded from the top of the head. They came in two sexes, with the males being called \"stallions.\"

Many other species that resembled horses were often referred to as \"equine\" or \"equinoid,\" whether related to horses or not. Such beings included the sentient Nazzar, Svivreni, and Thakwaash. Some believed the Half-Bothans were temperamental or volatile because of their \"equine blood.\"

Behavior and intelligence

Horses could be domesticated so that people could ride them, or to carry and pull loads. For that reason, itinerant portrait photographers were known to bring ponies with them. The taming of a wild horse, however, was reputed to be a difficult and perilous task. The ponies raised by the Ewoks were reputed to be swift, brave and tough.

History

When Cindel Towani was befriended by Wicket after her family crashed on Endor, he showed her an Ewok-made pulga statue, which she identified as a horse, as he misunderstood her request for a star cruiser for a pulga due to sharing the same word. Apparently, at least one world visited by the Towani family in the Galactic Empire had horses.

The Ewoks mainly used small gaupas to ride, but also used large pulgas for heavier loads. In the quest to rescue the Towani parents, most of the Ewoks involved rode gaupas, while Cindel and Wicket traveled in a children-carrying basket aboard a full-sized pulga.

The Force-sensitive witches of Dathomir possessed beautiful black horses, which they sometimes rode instead of Dathomiri rancors. Some of the witches, notably Charal, possessed rings of mysterious origin with strange Force \"magic\" properties that allowed the witches to change the physical shapes of both themselves and their steeds.

Charal apparently brought her Dathomiri steed with her to the forest moon. To lure Cindel into a trap, she changed her own shape into a beautiful lady, and her horse into a white steed. Apparently, white horses were considered symbolic of purity and nobility in the Galactic Empire.

The Sanyassan Marauders under King Terak also used large horses as mounts. It is possible they brought these steeds with them to the forest moon, as Charal brought her own horse. The Marauders crashed on Endor almost 100 years before the Battle of Yavin, and the horses and ponies used by the Ewoks may well have been descended from Marauder-introduced stock.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks) and it has 18 force points.

The

padawan knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence

1st-level: cloud mind, heal, project, valor

2nd-level: calm emotions, force barrier

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

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\"Maalraas aren't known for their hide, just their mange.\"

- Torian Cadera

DesignationNon-sentient
Average length2 meters
Skin color
  • Red
  • White
Distinctions
  • Powerful, fanged jaws
  • Force-camouflage
  • Armored hide
  • Blastfire deflecting scales
  • Hairless
  • Quadruped
  • Large claws
  • Tail
Average lifespan
50 years
Homeworld
Dxun

Maalraas or Nighthunters were a non-sentient species of predatory quadrupeds. Nighthunters hunted in packs, using long claws and powerful fanged jaws to disable their victims. Using the Force to cloak themselves, making themselves nearly indistinguishable from the darkest shadows; only extremely well-trained Jedi or Sith could recognize their silhouettes. Their Hides and bones were heavily resistant to lightsabers as well as intense heat. A population existed on the forest moon of Dxun in the Onderon system and possibly Onderon itself. Maalraas had huge fangs that protruded from their round heads and were possibly the ancestors of nighthunters. Maalraas hunted in packs primarily preyed upon cannoks, although if there were too many of them the cannoks could drive the predator away or even kill it. Maalraas were in turn preyed upon by the zakkeg. In 3951 BBY, Mandalorian warriors living on the moon found maalraas to be harsh prey to such a degree that having to clear out a number of them was almost considered a true challenge.

Easy to train from infancy or from older ages, Nighthunters were utilised as Loyal guard beasts and were exported from their unrecorded home world by crime syndicates as well as other wealthy individuals willing to trade on the black market. While plentiful at the time of the old republic era by the time of the Clone Wars, they were thought to be extinct, but at least one still survived on Parein II 4. When the Jedi Knight Valin Draco was dispatched to the world, he was attacked by the beast and was nearly killed, until at last he won the upper hand. Nursing the wounded nighthunter back to health, he named it Crant, and kept it as a pet. Draco was seduced to the dark side during the Great Jedi Purge and joined the Inquisitorius, keeping Crant by his side the entire time. When Draco was sent to the Almas Academy to capture Jedi Master Vhiin Thorla, he ordered Crant to watch over the captured Jedi. While Draco was away, Crant was killed by members of the Alderaanian Resistance sent to free Master Thorla.

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The maalraas's forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks). The maalraas innately knows the following force powers: At-will: force camouflage.

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The maalraas has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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.

The maalraas can make a bite attack and a claw attack.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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\"Though I was seen at court, very few thought I was more than a bauble kept about to add something to the cityscape. What my master wished done was what I did. No questions. No regrets. Total devotion to duty. Those who guessed I was more to the Emperor learned to fear that I might be turned on them someday.\"

- Mara Jade Skywalker

Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Palpatine
  • Jagged Fel
Members
  • Cronal
  • Lumiya
  • Maarek Stele
  • Mara Jade Skywalker
  • Roganda Ismaren
  • Tairi Veila
HeadquartersImperial Palace, Coruscant
Formed fromDark Side Adepts
Date fragmented
  • 4 ABY, upon Palpatine's first death
  • 11 ABY, upon Palpatine's final death
Date restored
  • 10 ABY, during Operation Shadow Hand
  • 44 ABY
Affiliation
  • Galactic Empire (The Emperor)
  • Imperial Remnant (Head of State)

An Emperor's Hand, or Hand of the Emperor, was a Force-sensitive operative recruited, trained, and employed by Emperor Palpatine to perform missions that were impossible, secret, or both. Their counterparts included the Emperor's Reach, Emperor's Voice, and the Emperor's Eyes.

History

Prior to his ascent to Galactic Emperor, Palpatine used a number of assassins, spies, and operatives to achieve his objectives as the Sith Lord Darth Sidious. It was his use of Darth Maul, trained specifically to kill Jedi, who proved effective at handling other tasks, that convinced Palpatine of the usefulness of extremely loyal, effective, and secretive agents. Thus he began developing the Emperor's Hands to create a group that were operatives, not apprentices.

During his reign, Palpatine used the Emperor's Hands to kill enemies where his more obvious tools, like Darth Vader or the Imperial Navy would be ineffective, too public, or inappropriate. Common targets included rogue governors, traitorous commanders, rebellious leaders, or other internal or external concerns.

The exact number of agents is unknown, but following the death of Palpatine, many former Emperor's Hands went on to become independent menaces to the Alliance to Restore the Republic and New Republic. The two most famous Hands, Lumiya and Mara Jade, took wildly different paths from each other; the former founded her own group of Sith, while the latter became a Master in the New Jedi Order and married Luke Skywalker, whom she once had sworn to kill in an act of revenge for killing Palpatine and destroying the Empire.

By 40 ABY, the Hands (particularly Mara Jade, though this narrow viewpoint could be partly fueled by Ben Skywalker's admiration for his mother) were considered the best assassins of their day.

In 44 ABY, Imperial Head of State Jagged Fel reactivated the Hands to give his bodyguard, Tahiri Veila, the authority to command a raid on Hagamoor 3.

Methodology

Selection

Often targeted at infancy, potential Emperor's Hands were tracked with keen interest by Palpatine until they reached maturity. Preferring to begin their training after they had developed, Palpatine waited for a potential Hand to impress him. Some began as thieves, some as warriors, some as assassins, some as entertainers, but each managed to demonstrate their resourcefulness, skills and loyalty without incurring his wrath.

Training

\"You may not realize that my early training consisted of much more than learning to harness the Force. Running, climbing, fighting, learning to move silently, swimming, zero-g fighting and movement; everything could have been made easier by using the Force. I didn't allow that, though.\"

- Mara Jade Skywalker

After selection, an Emperor's Hand went through comprehensive training in varied combat techniques, intelligence gathering and assassination. Each Hand operated independently and was often under the false impression that he or she was the Emperor's Hand. During training, Palpatine cultivated the Hand's latent Force abilities, but avoided providing Jedi or Sith training. Thus, Hands who did not have any Force training prior to their training were not expressly dark side users. The most important of their abilities was a direct telepathic connection to Palpatine that allowed them to communicate across the galaxy.

Operations

\"I was his hand, Skywalker. That's how I was known to his inner court: as the Emperor's Hand. I served him all over the galaxy, doing jobs the Imperial Fleet and stormtroopers couldn't handle. That was my one great talent, you see ― I could hear his call from anywhere in the Empire, and report back to him the same way. I exposed traitors for him, brought down his enemies, helped him keep the kind of control over the mindless bureaucracies that he needed. I had prestige, and power, and respect.\"

- Mara Jade

Once given the title of Emperor's Hand, the agent was granted almost unlimited access and authority to accomplish their missions. Without naming themselves as physical manifestations of the Emperor's will, Emperor's Hands could take command of military units, starships or weapons as necessary.[9] To preserve their effectiveness, only the highest echelons of the Imperial command structure were aware of the Hands' existence. The methodology varied by agent and mission, with styles ranging from silent sniper strikes to destructive rampages. Regardless of their method, each Hand operated as a ghost; striking and vanishing, which elevated them to near mythic levels amongst those who dared cross the Emperor.

Psychology

\"Who were my targets? You name 'em. Ambitious planetary governers, greedy crime lords, disloyal officers. Did I believe they were threats to the general public? Most of them. Did I ever feel sorry for them? Emotions were never part of the job. I was sworn to do the Emperor's bidding. I couldn't even feel sorry for myself if I tried.\"

- Mara Jade Skywalker, in a recording to Tionne Solusar

Unaware, unconvinced, or unconcerned of the Emperor's malicious intentions, the Hands performed their missions out of sheer loyalty to Palpatine. They viewed their killing as a way of defending the citizens of the Empire from its most dangerous enemies, although in many cases their targets were political enemies, rather than rogue commanders or governors. Many, if not all, of the Hands were under the impression that they alone held their particular position, and thus believed their relationship with the Emperor to be a special one. As a result of their extreme loyalty, and mental connection established through the Force, many Hands were deeply affected by his death.

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During her first turn, the Emperor's Hand has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Emperor's Hand scores against a surprised creature is a critical hit.

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On each of her turns, she can use a bonus action to take the Dash, Disengage, or Hide action.

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If the Emperor's Hand fails a saving throw, it can choose to succeed instead.

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The Emperor's Hand deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Emperor's Hand that isn't incapacitated and the Emperor's Hand doesn't have disadvantage on the attack roll.

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The Emperor's Hand is a 5th level tech caster (tech save DC 15, +7 to hit with power attacks, 22 tech points). The Emperor's Hand knows the following powers. At Will: light, poison spray, venomous strike 1st Level: alarm, holographic disguise, poison dart, tranquilizer 2nd Level: darkvision, infiltrate, paralyze humanoid, smuggle, truth serum 3rd Level: invisibility to cameras, tech override.

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The Emperor's Hand is a 5th level force caster (force save DC 17, +9 to hit with power attacks, 24 force points). The Emperor's Hand knows the following powers: At Will: affect mind, force disarm, mind trick 1st Level: breath control, force body, force jump, sense emotion, slow descent 2nd Level: coerce mind, dark shear, force confusion 3rd Level: knight speed, force repulse

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\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small ysalamiri. The swarm can't regain hit points or gain temporary hit points.

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The swarm creates a 1080 foot radius bubble that neutralizes the presence of the force, or a 80 foot radius bubble if the swarm has half its hit points or fewer.

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 5 (2d4) kinetic damage

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 2 (1d4) kinetic damage

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\"It's the trooper you don't see that will get you.\"

- Cassian Andor

Organization type

Specialized stormtroopers

Sub-group(s)
  • Darth Vader's guard
  • Death Squad
  • DT-F16's squad
  • Unit TI-23
  • Tarkin's guard
  • Thrawn's guard
Location(s)
Death trooper training camp, Scarif
Affiliation
  • Galactic Empire (Imperial Intelligence)
  • GIdeon's Imperial remnant

Death troopers were an elite variant of the Galactic Empire's stormtroopers designed for stealth, espionage and lethality. Operating under Imperial Intelligence, they served as protective details and bodyguards for significant Imperial officers and members of the Tarkin Initiative, as well as special-assignment commandos. They wore black suits of body armor and specialized helmets with vocal scramblers, micro-motion sensors, and heads-up displays with data on enemy and friendly positions on the battlefield. Death troopers were trained in unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. They were experts at covering their tracks, leaving little to no evidence of their missions.

History

Age of the Empire

Death troopers were named by Emperor Palpatine himself to capitalize on rumors about a legendary Imperial Military Department of Advanced Weapons Research project to revive necrotic tissue, which ultimately resulted in the creation of uncontrollable Undead Troopers sometime between 1 and 3 ABY.

Early during the construction of the Death Star above the planet Geonosis, Governor Wilhuff Tarkin was accompanied by a squad of death troopers to Scarif to confront Darth Vader's breach of security. After Tarkin confronted Vader, Vader was ordered by Emperor Palpatine to uncover who was responsible for several sabotage attempts on the Death Star's construction.

After arriving on Geonosis, Commander Orson Callan Krennic greeted Vader on a landing pad with a number of death troopers. An assassination attempt was made on Krennic and Vader, as an explosion sent a pile of rocks crashing down on the Imperials, crushing several death troopers. Despite the attempt, Vader investigated and eventually learned that a rogue Geonosian hive led by a Geonosian queen were responsible. Vader and a contingent of death troopers then fought in a skirmish in the Korakanni Mound, killing the saboteurs and the queen.

In 13 BBY, a squad of death troopers accompanied Director Krennic to Lah'mu. There, they demolished the Erso homestead and took Galen Erso to complete his work on the Death Star. One of the troopers killed Erso's wife, Lyra, and the squad attempted to find his daughter, Jyn Erso, with no success.

Growing rebellion

During the early days of the Rebel Alliance, another squad of death troopers served under the command of the Seventh Fleet's commander, Grand Admiral Thrawn. They assisted Thrawn in capturing former ISB agent Kallus, following the latter's discovery as a Rebel spy, and held him during the Battle of Atollon. In the later part of the battle, the squad accompanied Thrawn to Chopper Base to capture senior Alliance officers such as General Jan Dodonna and Captain Hera Syndulla. However, the Rebels were able to escape when a mystical Force being called the Bendu attacked both the Imperial and Rebel forces. On Thrawn's orders, the death troopers concentrated their fire at Bendu, wounding him and sending him crashing to the ground.

In 1 BBY, a squad under Commander DT-F16 accompanied a kyber crystal shipment and several technicians aboard Freighter 2716. After departing from Faos Station, DT-F16 and her squad came under attack by Partisans' leader Saw Gerrera and Spectres Ezra Bridger and Sabine Wren. DT-F16, her squad and other troopers were then left behind by the Spectres and were destroyed, along with Captain Slavin's Star Destroyer when the kyber crystal they were escorting exploded.

A death trooper, DT-L21, was stationed at Jhothal. There, he commanded stormtroopers when they discovered that the Spectres had returned. He, his Viper probe droids and troopers searched the sewers for the Spectres, to no avail. The death troopers then accompanied Grand Admiral Thrawn and Governor Pryce to the Imperial airfield to watch a test flight of the new TIE/D Defender Elite. When Bridger revealed himself, the death troopers were ordered by Thrawn to secure the TIE/D Defender. However, they lost when Wren stole the fighter.

Several death troopers then assisted Governor Pryce and Rukh in pursuing Syndulla when Jedi Knight Kanan Jarrus rescued her from the Imperial complex. The death troopers were able to catch to Jarrus and Syndulla.

Several death troopers then accompanied Minister Veris Hydan as the Empire and Mining Guild were excavating Lothal's Jedi Temple. They assisted Hydan in interrogating Wren, striking her in the head. However, Wren was able to knock one out when Captain Garazeb Orrelios rescued her.

Several death troopers were stationed at the Imperial Complex. With Rukh, the death troopers fought the rebels and attempted to stop them from reactivating the shields. They were taken out by Captain Orrelios. The remaining death troopers of Thrawn's guard were with him aboard the Chimaera and were taken out by Bridger before the ship was taken by the Purgil to an unknown location.

War

\"...And I've seen plenty of death troopers just like you live up to their name...by dying.\"

- Cordo, instructing his death troopers

One year later, death troopers would continue to escort Krennic during the Death Star's initial testing stage at Jedha and during his trip to Eadu. Krennic would later deploy his death trooper squad during the Battle of Scarif when they fought Rebel ground forces that had infiltrated the planet. They managed to annihilate the remnants of the Rebel strike team. However, the entire squad was killed by Baze Malbus and Cassian Andor shortly before Krennic's death.

In the aftermath of the Battle of Yavin, death troopers served aboard Hivebase-1, a secret space station made by the Tarkin Initiative, serving under Commander Yewl. Yewl's death troopers fought Dr. Aphra's crew and their prisoner, Rebel General Hera Syndulla, until they escaped. They were killed when Hivebase-1 was destroyed.

Several accompanied Lieutenant-Inspector Magna Tolvan on Coruscant.[21]

After the Empire

Approximately nine years after the Battle of Yavin, a squad of death troopers served in an Imperial remnant led by Moff Gideon. The troopers opened fire on a cantina on Nevarro, killing \"the Client\" and several stormtroopers while also trapping \"the Mandalorian\", Greef Karga and Carasynthia Dune inside.

The standoff was interrupted shortly after, with IG-11 arriving to assist the Mandalorian and his comrades. As the group fought their way out of the cantina, a fierce battle ensued, with two death troopers resorting to hand-to-hand combat after they were disarmed. With the fight raging outdoors, several death troopers circled around to breach the cantina, and attempted to flush Cara Dune out with saturated blaster fire. The remaining death troopers escorted Moff Gideon, as he gave the order to \"burn them out.\"

Legacy

During the cold war between the Resistance and the First Order, Agent Terex of the First Order Security Bureau had possession of a death trooper helmet aboard the Carrion Spike that was displayed next to the helmets of an Imperial Royal Guard, an AT-AT pilot, a coastal defender stormtrooper, and others, along with a custom set of armor.

Training

\"We have a mission, and we'll fulfill it. Don't expect any more.\"

\"Or any less.\"

- Pik and Waffle

Death troopers were elite stormtroopers in the Galactic Empire's military. Stormtrooper candidates who excelled at their training were reassigned to the advanced death trooper camp on Scarif. Death troopers were required to meet rigid physical and ideological standards, with height and weight standards that exceeded typical trooper averages. The candidates were also subjected to a battery of physical tests and classified surgical enhancements, making them somewhat \"beyond human.\" Additionally, death troopers had to complete rigorous training in exotic environments to be stronger, faster, and more resilient than the norm. Other specialties included unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. In the field, death troopers operated in small groups, with each trooper specializing in a specific skill set.

Shortly before the Battle of Scarif, General Sotorus Ramda requested to be returned two platoons of death troopers, as their training camp on Scarif needed more instructors. Ramda preferred veteran death troopers with body augmentations at v1.01 or earlier.

Equipment

\"I presume these death troopers are combat-capable even without their armor and heavy weapons?\"

- Ar'alani

Death troopers were equipped with advanced armor considered an improvement over the standard stormtrooper kit. The helmet featured a number of advanced sensor and targeting systems to give total situational awareness of combat areas, enemies and allies. These various upgrades to the helmet systems included a Neuro-Saav macromotion monitor, multi-frequency targeting and acquisition sensors and image-intensifying active pulse emitters, the latter of which was stored within the two green \"dots\" at the bottom front of the helmet. The helmets also included voice scramblers which allowed them to speak in death trooper encryption, which made their communications impossible for anyone except another death trooper to understand, along with adding to their intimidating appearance.

Death trooper armor was covered by a spray polymer called reflec, which warped electromagnetic signals commonly found in sensor arrays. This made death troopers well suited for stealth operations. Underneath their armor, troopers wore an environmentally sealed bodysuit. Death trooper pauldrons on their right shoulder denoted rank, but appeared black and featureless to individuals if not viewed through a trooper visor.

Death troopers were equipped with a variety of tools and weapons depending on their specialties. On their chest, death troopers strapped on an IM-40 three-slot ammunition and tool pouch. Weapons commonly used included the SE-14r light repeating blaster, E-11D blaster carbine, DLT-19D heavy blaster rifle, DLT-19 heavy blaster rifle, and Smart Rockets. Grenades included the C-25 fragmentation grenade, baradium thermal detonator and a Sonic Imploder or a Thermal imploder.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":6,"powerLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"truesight 15 ft., blindsight 30 ft., darkvision 60 ft., passive Perception 17","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":2,"ability":"wis","bonus":0,"mod":1,"passive":17,"prof":6,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":2,"ability":"dex","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"sur":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":14,"prof":3,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","token":{"flags":{},"name":"Death Trooper","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"6KJZmFh7hnrYuo8t","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":97,"max":97},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWIxZWQxMDk3OTgy","flags":{},"name":"Skirmish","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The trooper can use Disengage as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NjcxZTExYTA5ZTdl","flags":{},"name":"Precise Shot (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) energy damage on a hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NDVlMzk0OGU3Nzk5","flags":{},"name":"Enhanced Sensors","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjM2NjdjYjIxNDJk","flags":{},"name":"Enhanced Weapons","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The troopers weapon attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OWE0YjQwMzRkM2E5","flags":{},"name":"Stealthy","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The trooper can take the Hide action as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NmJlZThhOWIzYzVj","flags":{},"name":"Surprise Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"N2IwMTNkOWVmNjI0","flags":{},"name":"Leadership (Recharges after Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NDBhYTUyNjYyNmE1","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The trooper makes two melee attacks or four ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NmU3ZThlZjQ1MmU3","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"YWM5YzgxNGFkNWJi","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"YWYwMGRjYjcxNjk1","flags":{},"name":"Volley (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

.

The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000}]} -{"_id":"6MDNWJLJ3hASdivD","name":"**Mandalorian Explosives Artiste","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"mesh armor, light shield generator"},"hp":{"value":137,"min":0,"max":137,"temp":0,"tempmax":0,"formula":"21d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":137,"min":0,"max":137},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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As a bonus action, the artiste throw a grenade. Additionally the artiste's explosives deal two extra die of damage and the DC increases by 2 (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDI0MzEyM2NkM2Fk","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

The artiste has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Activating or deactivating the jetpack requires a bonus action and, while active, the artiste has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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If The artiste fails a saving throw, he can choose to succeed instead.

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The artiste deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MGFhMGU5ZmZkNGYy","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the heavy gunner adds 3, rather than 2, to its AC (included).

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When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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The artiste is a 8th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 37 tech points.

The artiste knows the following tech powers:

At will: assess the situation, on/off

1st level: element of surprise, energy shield, flash, homing

rockets, smoke cloud, spot the weakness, stack the deck,

tranquilizer

2nd level: concealed caltrops, detect traps, electromesh,

magnetic field, overheat, shatter

3rd level: debilitating gas, diminish tech, explosion, fabricate

trap, kolto cloud, sabotage charges, scramble interface

4th level: salvo, sensor probe

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MTA1NjQyMmJkYTQ0","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

The artiste adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The artiste makes one weapon attack with its blaster pistol, one offhand blaster pistol attack and throws a grenade or fires a jetpack rocket, if available.

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"M2U0NGMxMTY5Njk5","flags":{},"name":"Offhand Blaster pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":150000},{"_id":"OWZiYzEzMzAwMTFk","flags":{},"name":"Fragmentation Grenade (6/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

.

The artiste throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage on a failed save, or half as much as on a successful one.

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.

The artiste throws a grenade filled with paint, choosing a point within 35 ft. Each creature within 15 feet must make a DC 16 Dexterity saving throw. A creature takes 5 (2d4) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded, a creature can use its action to wipe away the paint removing the condition.

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.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000},{"_id":"OTgwNDZhMzZiOGE2","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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Darth Maul

Maul, a Force-sensitive Dathomirian Zabrak male, was a dark side warrior who served as the apprentice Dark Lord of the Sith during the final years of the Galactic Republic and reigned as a crime lord during the rule of the Galactic Empire. The son of Mother Talzin of the Nightsisters, he was taken at a young age by Darth Sidious, who anointed his first Sith apprentice Darth Maul. Through his training, Maul grew strong in the dark side of the Force, becoming an expert lightsaber duelist and assassin who yearned to reveal the Sith's continued survival to the Jedi Order. During the crisis on Naboo in 32 BBY, Maul confronted Jedi Master Qui-Gon Jinn and Padawan Obi-Wan Kenobi. Although he succeeded in killing the former, Maul was maimed by Jinn's apprentice, who left the Sith Lord for dead. As a result of Maul's defeat and apparent death, Sidious replaced him with Count Dooku, Jinn's Jedi mentor who adopted the Sith persona of Darth Tyranus.


Fueled by his hatred for Kenobi, Maul reconstructed himself as a cyborg, although the experience of his defeat drove him insane. He was presumed dead for over a decade until his brother, Savage Opress, found Maul and restabilized his mind with the help of Mother Talzin. By that time the Clone Wars raged across the galaxy. Believing he had been cheated of his place in galactic history, Maul embarked on a quest for revenge against Kenobi, whom he blamed for his fate. He also used the galactic conflict as an opportunity to form his own criminal empire, the Shadow Collective, through various alliances including the Pyke Syndicate, the Black Sun, and the Death Watch. Their combined resources enabled Maul to overthrow the New Mandalorians and install a puppet government on Mandalore. As his power and influence increased, Maul became a threat to Sidious' own plans for the future. The Dark Lord confronted Maul in person; after killing Opress, Sidious denounced his former apprentice as a Sith no longer due to the Rule of Two.


In the waning days of the Clone Wars, Maul escaped from Sidious and ultimately returned to Mandalore where he was overthrown by former Padawan Ahsoka Tano and an army of clone troopers. However, Maul survived the war and continued to build his own empire as a crime lord and the secret leader of Crimson Dawn. He was later stranded on the planet Malachor, where he hoped to destroy the Sith by unlocking the superweapon at the heart of the Sith temple. Maul's plan was thwarted by two Jedi, Kanan Jarrus and Ezra Bridger, the latter of whom Maul hoped to corrupt as his own apprentice. After escaping Malachor, Maul continued to try to tempt Bridger to the dark side before ultimately learning that Kenobi was still alive in spite of Order 66 and the Jedi Purge. Seeking hope and purpose, Maul sought Kenobi on Tatooine, the same planet where he had first revealed himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a brief lightsaber duel for the last time. Kenobi cut Maul's lightsaber in half and dealt Maul a lethal blow, ending Maul's decade-spanning quest for vengeance. He died moments later with the knowledge that Kenobi was protecting Luke Skywalker, who Kenobi believed was the Chosen One, who would avenge Maul.


As the apprentice of Darth Sidious, Maul was trained to be a living weapon of the Sith, one intended to help Sidious bring about the destruction of the Jedi and take over the galaxy. He became an acrobatic and highly-trained warrior, one who could relentlessly pursue his enemies while utilizing his double-bladed lightsaber. Indeed, Maul had been trained in several forms of lightsaber combat. During his duel on Naboo against Jinn and Kenobi, he demonstrated the ability to fight both the Jedi Master and his apprentice simultaneously on equal grounds as well as overpower Kenobi after he killed Jinn. Though Kenobi managed to defeat Maul, this was due to Maul's own hubris and neglect for the fallen Jinn's lightsaber. He later outmatched Kenobi in a number of encounters after emerging from exile, including the fight over Raydonia, though their duel on Florrum ended in stalemate.

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As a bonus action, Sith Blade Dancer casts rage on himself the first time his hit points are below half (178) on the start of his turn.

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Sith Blade Dancer is an 11th-level forcecaster. his forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 48 force points).

Sith Blade Dancer knows the following force powers:

At-will: affect mind, force disarm, force push/pull, mind trick,

saber reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: battle meditation, coerce mind, force confusion,

hallucination

3rd level: choke, force repulse, knight speed

4th level: freedom of movement, locate creature, mind trap

5th level: improved phasestrike, telekinesis

6th level: crush

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When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

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When Sith Blade Dancer is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.

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Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

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.

When Sith Blade Dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Sith Blade Dancer's next turn.

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.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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.

Sith Blade Dancer can cast an at-will force power.

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.

Sith Blade Dancer makes one Doublesaber attack.

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\"Affirmative, AT-ST support is on the way.\"

- An Imperial technician

Manufacturer
  • Kuat Drive Yards
  • Imperial Department of Military Research
ClassCombat walker
Cost

Not available for sale

Length4,5 meters
Height9 meters
Mass12.100 kilograms
Cargo capacity200 kg

The All Terrain Scout Transport (AT-ST), also known as a Scout Transport, Scout Walker, or derisively as a chicken walker, was a lightweight, bipedal walker used by the ground forces of the Galactic Empire. Later, the First Order used an updated variant of the AT-ST within their military.

Characteristics

\"The AT-ST kept spitting lasers at us, and we kept sinking lower and lower into the snow. Each blast took another bite out of the lip of the trench.\"

- Chanda Bethari describes an AT-ST firing on Hoth

AT-STs were commonly used to screen the flanks of larger assault walkers for major ground operations. The Empire used them for swift reconnaissance and troop support. As such, they were essential for cleaning up minor resistance along the path of a planned invasion route, and could quickly eliminate any small threats that evaded an AT-AT's barrage. The walker was commonly used on anti-personnel hunting missions, and was piloted by two AT-ST drivers with superior skills of balance and agility.

AT-STs were equipped with two chin-mounted MS-4 twin blaster cannons capable of firing at a range of two kilometers. It also featured one cheek-mounted 88i twin light blaster cannon and one cheek-mounted DW-3 concussion grenade launcher capable of doing massive damage to enemy vehicles and ground troops at close range. They were excellent at dealing with large amounts of infantry as well as mounted turrets that were too risky to be taken out with rocket launchers. Its clawed feet could slash apart wires and fences at ground level.

Reinforced armor plates enveloped the control cabin, protecting the two-person crew. Its two armored viewports were deliberately set to give any viewer the unsettling sensation of staring into the face of a soulless beast or oversized combat droid. Inside the control cabin, the command module featured a holographic 360-degree view of the combat zone. The \"head\" itself was capable of rotating 240 degrees side to side, greatly benefiting the gunner's target-acquisition abilities and capabilities for destruction. The walker's deceptively rickety gait belied a potent patrol vehicle. Gyros, flexible joints, footpad sensors, and shock absorbers formed a sophisticated system that controlled balance and stabilized the walker across a variety of terrains.

Despite its speed and agility, an AT-ST walker's offensive and defensive power were significantly compromised. Offensively, its weapons systems were only good against lightly armored targets at close range. Defensively, its lighter armor could repel attacks from small-arms fire, but not laser cannons, missiles, or other heavy ordnance. Its armor did not cover its entire frame, lest the walker lose its agility. Striking the walker's unprotected gyros underneath the command module could destabilize the walker and cause it to fall. Additionally, deep trenches or cable lines leveled at the height of the AT-ST's ankles and knees could cause it to trip and topple the vehicle.

The modular design of the All Terrain Scout Transport allowed for ease in customizing the walker with armaments and tools for specific mission parameters. Mortar launchers were one such weapon that could be attached to the command pod of the AT-ST.

The Ewoks of Endor discovered that the AT-STs were vulnerable to anti-Gorax traps. Ramming logs could smash through the walker's head, destroying the cockpit. One of its other weaknesses was its susceptibility to hijacking, despite the height of the vehicle seemingly making hijacking an impossibility. A sufficiently strong force could rip the entrance hatch off the top of the walker. If commandeered, the walker's cannons could easily penetrate other AT-STs' armor.

Variant models

AT-ST Mark III

The AT-ST Mark IIIs were equipped with experimental armor that provided more speed and durability than that of the standard AT-ST. Mounted with twin heavy laser cannons and piloted by veteran crews, they excelled against most targets.

AT-ST Raider

A variant used by a Klatooinian tribe.

Cold weather AT-ST Mark III

A variant of the AT-ST Mark III. This variant had its internal systems retrofitted to allow for optimal performance in sub-zero temperatures.

Enhanced AT-ST Walker

The enhanced AT-ST Walkers boasted enhanced power couplings and sub-systems, allowing their weapons to fire high-powered blasts at a faster rate than average. They also had dark armor plates.

First Order AT-ST

The First Order utilized an updated version of the AT-ST that featured upgraded armor and gyroscopic systems.

All Terrain Heavy Scout

The All Terrain Heavy Scout was variant of the highly evolved First Order AT-ST, which saw service in the First Order army during the intergalactic First Order–Resistance war.

History

\"The big AT-AT's mostly advanced up the middle, so out on the edge of the battlefield we'd been pinned down by a little scout walker. I guess it wanted to keep us from flanking it's big cousins.\"

- Chanda Bethari's account of fighting an AT-ST on Hoth

Part of the All-Terrain walker family, the AT-ST's role in supporting Imperial ground operations earned it the moniker \"scout walker\" owing to its ability in ferreting out enemy positions and inspecting locations in advance of larger walkers. It was better equipped than the Republic AT-RT.

The Imperial Military commonly used the AT-ST in a variety of environments. At least one AT-ST was deployed on Jedha in 0 BBY in a battle during the planet's insurgency. The walkers were also used in the Galactic Civil War, and between the Battle of Yavin and Battle of Hoth, the Alliance to Restore the Republic operated stolen AT-STs, and provided them to Saponza's Gang, who often fought against the walkers. Several fought alongside AT-ATs at the Battle of Hoth. They also notably participated in the Battle of Endor, where they were defeated by the Ewoks and their traps. The walkers were also used by the Empire in the final battle of the Galactic Civil War, the Battle of Jakku, which ended up being an overwhelming victory for the New Republic.

Thirty years after the close of the Galactic Civil War, a splinter military group of the New Republic called the Resistance utilized old Imperial AT-STs in combat against the reorganized remnants of the Galactic Empire, the First Order. They possessed an orange repaint and were crested with the Resistance starbird.

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Creatures of Medium size or smaller can stand in the AT-ST's space.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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

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The AT-ST's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The AT-ST can use its Frightful Presence. It then makes two attacks with its medium repeating blasters or takes the Stomp action.

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Ranged Weapon Attack +7, Range 12/240 ft., One target. Hit : 25 (4d10+3) energy damage

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All creatures standing within the AT-ST's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

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.

Each creature of the AT-ST's choice that is within 80 feet of the AT-ST and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-ST's Frightful Presence for the next 24 hours.

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\"If you told me I could only see one creature in the galaxy, it would be a fathier. Someday I want to see a fathier race! I wouldn't even bet – I'd just watch!\"

- Paige Tico

DesignationNon-sentient
Average height3 meters at the shoulder
Hair colorBrown
Eye colorBlack
Distinctions
  • Four long legs
  • Powerful forearm muscles

Fathiers were a species of non-sentient quadrupeds that resided in the galaxy. They were often used as mounts, and wealthy inhabitants of Kergans and Cantonica rode them in competition.

Biology and appearance

\"Sounds like the feisty filly in the corner stall is having trouble sleeping. Did you do the endurance exercises with her in the double-gravity chamber today? You know fathiers need heavy exercise when they're cooped up on a ship like this.\"

\"Sorry. I had to clean the reflux combusters—\"

\"No excuses. Each of these fathiers is worth more than three years of your wages.\"

- Ulina and Teal

A non-sentient quadruped species, fathiers were distinguished by their long legs, brown fur, and large ears, which dissipated body heat. Fathiers could run at great speeds (up to 75 kilometers per hour) across various terrains, including beaches, fields, and cliff faces. Their speed made them sought after by wealthy residents of the galaxy, and the creatures were viewed as graceful and majestic. On average, fathiers stood three meters high at the shoulder; people seeing one in person for the first time were often shocked by their size. When cooped up, fathiers required endurance exercises, so fathier transports were equipped with double-gravity chambers. They were known for their stinky, spicy smell.

Behavior

Fathiers could be domesticated, and they were used as mounts in competition. The inhabitants of the planet Cantonica exploited them in highly popular races on the Canto Bight racetracks, in which the animals suffered abuse.

History

Around 1 BBY, the Spectre and Jedi padawan Ezra Bridger, while exploring the world between worlds, came across a mysterious portal decorated with constellation-like images of fathiers. However, he did not examine or enter it.

During the Galactic Civil War, the Alliance to Restore the Republic used fathiers ridden by Tognath mercenaries in hit-and-run combat missions.

In 34 ABY,[12] Resistance operatives Finn and Rose Tico traveled to Cantonica in search of a Master Codebreaker. During their search, the two ran into trouble with the Canto Bight Police Department, and they hid in the fathier stables at the Canto Bight racetrack. With the help of stable boy Temiri Blagg, Finn and Tico let the fathiers loose, riding one to escape the police force.

Fathiers in the galaxy

\"I learned to hunt with bassa hounds. I learned to ride fathiers in competition. I hated all of it.\"

- Lorica Demaris

At some point in his life, the Corellian Geb Teldar mucked the stall of a fathier for a living. Lorica Demaris, a Zeltron from the planet Kergans, learned to ride fathiers in competition, which she hated. Fathiers were found across the galaxy, but their homeworld was considered a mystery.

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The fathier has advantage on Wisdom (Perception) checks that rely on hearing.

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If the fathier moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the fathier can make another attack with its hooves against it as a bonus action.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone scout troopers, also known as clone scouts, were specialized clone troopers that served in the Grand Army of the Galactic Republic during the Clone Wars. Trained for reconnaissance and warfare over difficult terrain, a battalion of scout troopers deployed to the planet Kashyyyk during the final days of the conflict, and fought alongside the native Wookiees against the droid armies of the Confederacy of Independent Systems.

History

Clone Wars

Clone scout troopers were a variant of the Galactic Republic's clone trooper, trained in reconnaissance and warfare over difficult terrain. Before larger troop actions, small groups of the scouts were deployed to survey territory, and, because of their survival skills, they were suited for fighting in wilderness conditions.

During the final year of the Clone Wars, the 41st Scout Battalion—led by Jedi Generals Yoda and Luminara Unduli, as well as Clone Commander CC-1004 \"Gree\"—was deployed to the planet Kashyyyk to aid the Wookiees in their fight against the Separatist Droid Army. As Confederate forces stormed the beach, scout troopers were tasked with defending Kachirho, the capital of Kashyyyk. Using barricades and trenches as cover, the scout troopers and Wookiees engaged the battle droids in a brutal confrontation. A number of scout troopers acted as sharpshooters along Tree Kachirho whilst many more lined the top of the seawall. During the battle, Commander Gree received Order 66 from Supreme Chancellor Sheev Palpatine and proceeded to carry out the order. He approached Grand Master Yoda and the Wookiee generals, atop a high command post overlooking the battle, and prepared to fire on his commanding officer. However, the Jedi felt a great disturbance in the Force, as Order 66 was carried out across the the galaxy, and beheaded Gree and another clone before they could execute him.

Legacy

After the Galactic Empire was established, the Grand Army of the Republic transitioned into the Imperial Army and Stormtrooper Corps. Like the Republic, the Empire made use of its own scout troopers, who saw action throughout the Imperial Era.

Equipment

Clone scout troopers were equipped with camouflaged Phase II ARF armor and were trained for reconnaissance. Scout troopers also possessed survival gear and had macrobinoculars built into their helmet.

For general information about troopers, see Trooper

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The scout trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The scout trooper makes two weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"Clear the bridge. Escort the officers down to the hangar.\"

- Poe Dameron

Officer was a commissioned military class. Generally they were above the enlisted soldiers in positions of authority and command. Officers could be divided between junior officers of lower rank, and senior officers of a higher rank. Republic officers were command military personnel who served the Galactic Republic during the Clone Wars, while Separatist officers were command military personnel who served the Confederacy of Independent Systems armed forces. Imperial officers were command military personnel of the Imperial Military.

All military organizations depended on officers to effectively function. Non-commissioned officers would work with line infantry, while generals would create strategies and tactics.

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Friendly creatures that it can see and hear the officer within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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Up to three allies within 120 feet of this officer that can hear it can each use their reaction to make one weapon attack.

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The officer targets up to three allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed.

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok hunter has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok hunter can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

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The ewok hunter has advantage on attacks againts creatures that it has surprised.

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The ewok hunter has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The Ewok Hunter makes two attacks.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage plus 3 (1d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 6 (1d6+3) kinetic damage plus 3 (1d6) poison damage

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\"Clear the bridge. Escort the officers down to the hangar.\"

- Poe Dameron

Officer was a commissioned military class. Generally they were above the enlisted soldiers in positions of authority and command. Officers could be divided between junior officers of lower rank, and senior officers of a higher rank. Republic officers were command military personnel who served the Galactic Republic during the Clone Wars, while Separatist officers were command military personnel who served the Confederacy of Independent Systems armed forces. Imperial officers were command military personnel of the Imperial Military.

All military organizations depended on officers to effectively function. Non-commissioned officers would work with line infantry, while generals would create strategies and tactics.

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Friendly creatures that it can see and hear the officer within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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The junior officer targets one ally within 30 feet of it. If the target can hear the officer, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Lando Calrissian

Landonis Balthazar Calrissian, simply known as \"Lando,\" was a human male smuggler, gambler, and card player who became Baron Administrator of Cloud City and, later, a general in the Rebel Alliance. Born on Socorro, he was the owner of the Millennium Falcon before losing it to Han Solo in a game of sabacc on Numidian Prime. After losing the Falcon, Calrissian put an end to his days as a smuggler and became an entrepreneur, setting up a small mining operation on the planet Lothal before eventually becoming the leader of Cloud City in the skies of the planet Bespin.

During the Galactic Civil War, Darth Vader arrived on Cloud City in order to lay a trap for his son, Luke Skywalker. As part of the trap, the Dark Lord of the Sith forced Calrissian into tricking a group of Rebels, including Solo and Princess Leia Organa, leading them to Vader himself. Though Vader promised to leave Cloud City without an Imperial presence, Calrissian felt the deal had been altered to the point where he could no longer tolerate it. Calrissian alerted his citizens to the Galactic Empire's presence and impending occupation, and he ordered an evacuation. He helped the Rebels try to rescue Solo, who had been frozen in carbonite, from Boba Fett, but the bounty hunter escaped.

Calrissian joined the Rebel Alliance and set out to find Solo. After locating him in the palace of Jabba the Hutt on Tatooine, Calrissian aided in his rescue. The Rebels returned to the fleet and Calrissian became a general, volunteering to lead the assault on the DS-2 Death Star during the Battle of Endor. During the battle, he piloted the Millennium Falcon into the battle station's core, firing the shot which destroyed it.

In years of peace after of the Empire's dissolution, Calrissian started a family and fathered a daughter. However, while she was only an infant, his daughter was kidnapped by the First Order. Six years later, he embarked on a quest to the desert planet of Pasaana with Luke Skywalker to find answers about the growing darkness in the Force, but failed to uncover anything. Seeking to bury the pain of those memories, Calrissian settled on Pasaana and led a solitary lifestyle where he was known as the \"Hermit\" to the native Aki-Aki. He lived alone for some years while keeping contact with the Solo family and was later asked by Organa's Resistance for his aid in the war against the First Order.

In 35 ABY, Lando helped the Resistance and reunited with his old friend, Chewbacca. Calrissian played one more role in the fight for galactic freedom as he brought an assembled galaxy fleet to reinforce the Resistance at the battle at Exegol, from which the Resistance emerged victorious.

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When the Baron makes an attack roll, and the result is less than 20, he can roll 1d10 adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

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As a bonus action the Baron can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following bene\u0000ts:

After analyzing a hostile creature, the Baron can use its Intelligence modi\u0000er instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the Baron's Critical Analysis on them (no action required). The target then gains a +6 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes

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

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When the Baron makes an attack roll, an ability check, or a saving throw, he can choose to roll an additional d20. He can then choose which of the d20s is used for the attack roll, ability check, or saving throw.

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Whenever the Baron rolls a 7 on an attack roll against the target of it's Critical Analysis feature, the attack automatically hits. When attacking with advantage or disadvantage, this e\u0000ect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

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When the Baron fails a saving throw, he can choose to succeed instead.

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The Baron can take a second reaction each round. It can only take one reaction per turn.

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The Baron deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Baron that isn't incapacitated and the Baron doesn't have disadvantage on the roll.

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When a creature hits the Baron with a weapon attack roll, roll 1d10. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YWIwMmM4ZTI4MmRh","flags":{},"name":"Tell Me The Odds","type":"feat","img":"systems/sw5e/packs/Icons/monsters/432_-_Baron_Adminstrator/avatar.webp","data":{"description":{"value":"

If the target of the Baron's Critical Analysis hits him with a weapon attack roll, he can use his reaction to roll 1d10. On a 4 or higher, the Baron imposes disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NGQzZWFmMzc0MWZj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Baron makes three weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"Y2M4NWQ0NzU2MDY1","flags":{},"name":"Heavy Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/432_-_Baron_Adminstrator/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 14 (2d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"YzExMzAxZGIwOGZm","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/432_-_Baron_Adminstrator/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (2d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000}]} -{"_id":"7t6MJ081QJ3hxZSS","name":"Fambaa Howdah","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"durasteel armor"},"hp":{"value":102,"min":0,"max":102,"temp":0,"tempmax":0,"formula":"12d12+24"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":30,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":102,"min":0,"max":102},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa can breathe air and water.

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The fambaa carries a fortified platform on its back. Up to six Medium creatures can ride on the platform without squeezing. Creatures on the platform have three-quarters cover against attacks and effects from outside it. If the fambaa dies, creatures on the platform are placed in occupied spaces within 10 feet of the fambaa.

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The fambaa deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MGQ3ZTQ4MDA0Nzhl","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/057_-_Fambaa_Howdah/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"MTMzOTAyMjU4NWU4","flags":{},"name":"Stomp","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/057_-_Fambaa_Howdah/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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When the trandoshan attacks uses its multiattack, it can use a bonus action to make another attack. The trandoshans doesn't add its ability modifier to the damage of this attack.

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The trandoshan makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 4 (1d8) kinetic damage

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase I Dark Trooper

The Phase I dark trooper was the earliest dark trooper and was little more than a lightsaber-resistant phrik skeletal frame equipped with a vibrosword attached to its right arm, and a blast shield on its left. It served primarily as an installation sentry.

The Phase I dark trooper had visible power cords and couplings, which were prime weak points. The prototype of this \"super trooper\" had a small jump pack for short bursts of speed to increase the velocity of its vibro blades.

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When the droid drops below half its hit points (52), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (52), the Phase One Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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.

The Phase One Dark Trooper can make three melee attacks with its wrist blade or shield.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"YTdiMjJlNTczMWI2","flags":{},"name":"Shield Bash","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/299_-_Dark_Trooper_2C_Phase_I/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 15 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor is a 10th-level forcecaster. It's forcecasting ability is Charisma (force save DC 14, +6 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-4th level (33 Force Points): animate weapon, improved

dark side tendrils, choke, drain life, force sight, force

suppression, horror, force jump, sense force, sever force, stun

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The inquisitor has advantage on saving throws against force powers.

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When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage

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Ranged Weapon Attack +6, Range 120 ft., One or two targets. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 16 Strength saving throw or become restrained until the end of the inquisitor's next turn.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"NzJlODdkMGI2YWZl","name":"IWS","type":"feat","data":{"description":{"value":"

The IWS has three modes. As a bonus action, the commando can switch between modes.

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When the demolitions commando installs a breaching charge, it can do so in 30 seconds, instead of 1 minute.

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The commando's innate techcasting modifier is Intelligence (power save DC 16, +8 to hit with tech attacks). It can innately cast the following powers:

At-will: combustive shot, jet of flame

3/day: explosion

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When the demolitions commando is the target of the melee attack, it can use its reaction to throw a grenade behind the attacking creature. The target must make a DC 16 Dexterity saving throw. On a failure, the attacking creature takes 18 (4d6+4) kinetic damage and has disadvantage on the triggering attack roll. On a success, the attacking creature takes half damage.

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.

The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"YzhmMGI5ZmM2YzYx","name":"IWS Antiarmor Mode (6/day)","type":"feat","data":{"description":{"value":"

.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"OWQ0ZmNjOGY3ZmIx","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]}],"effects":[]} -{"_id":"8W1L8wPbSD2I5BVu","name":"Gamorrean Minion","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":23,"min":0,"max":23,"temp":0,"tempmax":0,"formula":"3d8+9"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":23,"min":0,"max":23},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, The Gammorean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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\"The starfleet is a sea. It is endless, cannot be beaten, and given enough time turns even the strongest rocks to sand.\"

- Grand General Cassio Tagge

Military unit type
Navy

Commanding officer(s)

  • Darth Sidiuous (as Galactic Emperor)
  • Admiral Conan Antonio Motti (Chief of the Imperial Navy)
  • Fleet Admiral Gallius Rax (Post-Battle of Endor)
  • Grand Admiral Rae Sloane
Sub-unit(s)
  • Admiralty (Imperial Navy High Command)
  • Death Star trooper officer corps
  • Imperial Navy Judicial Panel
  • Imperial Navy's officer corps
  • Imperial Starfighter Corps
  • Logistics Division
  • Military Police
  • Naval chiefs
  • Naval Command and Control
  • Office of the Navy's barrister advocate
  • Orbital Command
Formed fromRepublic Navy
Date founded19 BBY
Date fragmented4 ABY
Date reorganizedAfter 5 ABY, as the First Order Navy

Affiliation

  • Galactic Empire (Imperial Military)
  • Core and Inner Rim Imperial remnant

The Imperial Navy, also known as the Imperial Starfleet or the Imperial fleet, was the naval branch of the Galactic Empire's military. It was created in the wake of the Clone Wars, when Chancellor Sheev Palpatine transformed the Galactic Republic he led into an authoritarian Empire. Consisting mainly of Star Destroyers and TIE fighters, the Imperial Navy was tasked with maintaining order in the galaxy.

Background

With the rise of the New Order, the massive military buildup that became synonymous with the late Galactic Republic in an effort to combat the Separatist Alliance in the Clone Wars was continued and expanded in the now Galactic Empire. When the Separatist leadership was executed at Mustafar by Darth Vader; then Supreme Chancellor Palpatine announced his plans for the galaxy since the beginning. Officially wiping away the thousand year old Republic by announcing the creation of the Galactic Empire, with himself as Galactic Emperor.

After the the rise of the New Order, the Imperial Navy was created from the remains of the Republic Navy at the end of the Clone Wars, and inherited its proud naval tradition that dated back thousands of years. It came to have its own starships that patrolled the vast majority of Imperial space throughout the reign of Emperor Palpatine's New Order.

After the establishment of the Imperial Navy, it became the primary projection of the Imperial Military's arm, becoming the largest branch in the Armed Forces with its enormous fleet of vessels and millions of personnel.

History

Rise of the Imperial Fleet

Almost immediately, any reminders of the Old Republic were removed, with the Grand Army of the Republic renamed the Imperial Army and Republic Navy reorganized as the Imperial Navy. The distinctive red coloring of Venator-class Star Destroyers were almost immediately painted a more subdued grey, along with the eventual uniform and equipment upgrades for the countless men and women in the Imperial Military. In the days following the proclamation of the New Order, the Imperial Navy would continue to utilize the popular Republic-era Alpha-3 Nimbus-class V-wing starfighters along with the mass produced Aggressive ReConnaissance-170 starfighter, while Darth Vader would receive his own black Eta-2 Actis-class light interceptor until he would eventually pilot his much improved TIE Advanced x1 which first saw usage during the Siege of Lothal four years prior to the Battle of Yavin.

With the destruction of the planet Anaxes and its shipyard facilities due to a cataclysmic event, corporations such as Sienar Fleet Systems and Kuat Drive Yards took up the mantle of producing the newer Imperial vessels coming into production. The Imperial I-class Star Destroyer would come to represent the new image of Imperial power and would eventually become the most feared and recognizable image of the Empire, with a mere Star Destroyer usually enough to bring treasonous systems in line through sheer threat of force. Due to their impressive armaments and imposing nature, nearly 25,000 Destroyers would be in operation at the height of the Empire's power.

The Imperial Navy would be occupied in subjugating remaining Separatist holdouts throughout the galaxy for at least five years following at Empire's rise along with cementing its political and territorial stability, allowing a sense of peace and prosperity to return to the Core Worlds. Four years after the Empire's rise, the Imperial-class Star Destroyer Perilous would be dispatched to quell the Free Ryloth movement over the Outer Rim world of Ryloth. However unbeknownst to the Imperials it would also be subject to an elaborate trap set by the rebels, in which it would be the first ISD to be destroyed to Moff Delian Mors knowledge. Nevertheless, the vessel would continue to be one of the most dreaded ships in the Imperial Fleet.

Five years into Imperial rule, the Imperial Navy began replacing its aging ARC-170 starfighters with the newer TIE Starfighter line, however Republic-era ships and equipment would still be utilized as the newer models were distributed. The Navy would also commission the Carrion Spike as Moff Tarkin's personal corvette, however a rebel cell led by former Republic Intelligence Captain Berch Teller would end up stealing the ship, causing a major political nightmare and military embarrassment for the Empire, with numerous star systems falling victim to the advanced ships weaponry and mechanical systems. The ship was ultimately destroyed after attacking a supply convoy carrying parts for the Empire's rumored Ultimate Weapon, which only later the galaxy would know as the Death Star. The cell along with its collaborators would be captured, interrogated and executed, while the Naval Intelligence Agency created during the rise of the Empire would be folded back under Imperial Intelligence following the discovery that one of its leaders and member of the Joint Chiefs was conspiring with the rebels in hopes of destroying them and thus receiving a promotion. Ultimately, the Empire had successfully dealt with a potentially hazardous situation, all while keeping details of its new superweapon a mere rumor.

Eight years after the formation of the Empire, the Imperial Navy would be engaged in the Gorse conflict which would see the Imperial-class Star Destroyer Ultimatum commanded by Rae Sloane deployed to the Gorse system. With the Empire interested in increasing efficiency in the system due to the rare abundance of Thorilide found within, with Thorilide being a vital part in the construction of turbolaser batteries and thus essential for the expansion of the Imperial Starfleet. A brief encounter with rebels would occur, after which the planet would be secured, and production would be transferred to Baron Lero Danthe. Also around this time, the Empire would begin to utilize Gozanti-class cruisers to transport materials, slaves and other vital resources.

A growing insurrection

Thirteen years into the Empire's reign, an insurgency would tie up Imperial resources over the backwater agricultural world of Lothal, in which a rebel cell would continually harass and destroy Imperial resources. With Sienar Fleet Systems engaged in the lucrative production of TIE fighters for the Empire, along with the production of the new TIE Advanced v1, precursor to the x1, numerous Imperial-class Star Destroyers would be sent into orbit in an effort to capture the rebel group, along with the eventual redeployment of Grand Moff Tarkin to deal with the terrorists a year later. After capturing the Jedi in charge of the cell, Tarkin's new flagship, the Sovereign, would escort the Jedi survivor to Mustafar, where a small rebel fleet would engage it and several other Star Destroyers, destroying the Sovereign in the process but not before Tarkin managed to escape. The destruction of the Sovereign would continue to be remembered years later by soldiers of the New Republic.

The brutal Siege of Lothal would eventually be ordered by Darth Vader, in which multiple TIE/LN starfighters would scour the planet in an effort to locate the rebels and strike fear into the local population. Eventually forcing the rebels to flee Lothal, while the Imperial Navy would be able to deal a heavy blow to the Phoenix Cell in a pitched space battle. Nonetheless, a growing rebel network would cause worry within the higher echelons of the Empire, and along with it inspiring a greater emphasis on dealing with the growing insurrection.

Fourteen years after the Empire's political formation, Imperial Interdictor vessels would still be undergoing tests in locations such as the Del Zennis system, with the unique Imperial Interdictor improving on the design flaws of its predecessors roughly a decade ago. As a result, specialized test zones would be erected to test the ships capabilities, while Imperial weapons technicians would wear a specialized gold-colored uniform variant denoting the uniqueness of the project.

Nineteen years after the founding of the Galactic Empire, the Death Star would be ready for usage after its lengthy construction, demonstrating its firepower on the populous world of Alderaan in an effort to persuade then captive Princess Leia Organa to reveal the presence of a rebel base for the recently formed Alliance to Restore the Republic, following capture aboard her CR90 corvette the Tantive IV over Tatooine by the Imperial-class Star Destroyer Devastator, which also served as Lord Vader's personal flagship. In an instant, the influential world was destroyed, however an unlikely band of rebels, along with an older Jedi Master Obi-Wan Kenobi managed to free the princess and escape to the Alliance's base on Yavin 4. Unbeknownst to the rebels, a homing beacon had been installed on their ship, the Corellian YT-1300 light freighter Millennium Falcon leading the Death Star to the planet. During the intense Battle of Yavin, Luke Skywalker managed to fire the shot that would ultimately destroy the Empire's dreaded battlestation.

The Galactic Civil War

Following the destruction of the first Death Star, the Empire immediately began construction on the newer and more powerful DS-2 Death Star, all while the Imperial Military reeled at the loss of such a sizable portion of its martial forces. With nearly all of the Joint Chiefs of the Empire located on the battlestation when it was destroyed, General Cassio Tagge was promoted to the newly created rank of Grand General, receiving command of nearly all Imperial Military resources, while junior officers were quickly promoted in order to fill in the positions of the newly deceased. Simultaneously, Admiral Kendal Ozzel would personally issue a communique ordering the fleet into battle readiness. The Imperial Military also underwent a mass reorganization, rescinding the classification of Imperial Navy and Imperial Army pilots and engaging in rushed and scrambled offenses often with low quality intelligence in an effort to keep the rebels off balance.

Mobilizing for a galactic war, the Imperial fleet also began occupying notorious spice worlds such as Kerev Doi in an attempt to cut off potential sources of income for the Rebel Alliance. In a rapid blow and taking advantage of the Imperial Navy's—and Empire's temporary vertiginous state, the Rebel Alliance managed to destroy Weapons Factory Alpha located in the Corellian Industrial Cluster on Cymoon 1, the largest weapons factory in the galaxy and essential for Imperial Military production. Bombing the Imperial shipyards at Kuat and a supply base at Imdaar, the Rebellion also launched a series of over a dozen attacks against Imperial forces scattered across the galaxy. As a result, the Empire would be forced to deal with the Hutt Cartel in order to procure the necessary resources to rebuild from such a military setback. Grand General Tagge also noted how increased pirate attacks against Imperial convoys was only natural considering the loss of such a symbol of Imperial power.

Nonetheless the Empire's resolve would only increase in its pursuit of the rebel fleet, in which an elaborate scheme was put in motion attempting to sway the genius Drusil Bephorin to their cause who could reputedly discover the fleet through advanced mathematics. After a daring rescue led by then-Lieutenant Luke Skywalker, Drusil managed to escape her captivity on Denon as well as multiple Star Destroyers in pursuit. Also successfully eluding numerous Immobilizer 418 cruisers attempting to draw them out of hyperspace, she and her family safely arrived on the ocean world of Omereth. With the rescue of Drusil to the Alliance's cause, the Empire would suffer a decisive defeat, all while giving the Rebellion an edge in its fight against the New Order.

In the three years before the Battle of Hoth, the Empire would send numerous Viper probe droids to scour the galaxy for any hint of the rebel fleet, and later the presumed rebel base of operations. After a lone probe managed to discover the rebels at Echo Base on the remote ice world of Hoth, the Empire would assault the system under the newly formed Death Squadron, lead by no other Darth Vader himself aboard his new flagship the Executor-class Star Dreadnought, Executor. Seeking to surprise the rebels, Admiral Kendal Ozzel entered the system near the planet, alerting the Alliance to their presence and thus allowing them to raise their defensive shields, forcing a ground-based assault to ensue rather than an orbital bombardment. Choked by Vader for his arrogance, he installed Captain Firmus Piett in command of the Executor, all while the massive Battle of Hoth would ensue on the planet's surface. With Death Squadron in orbit, escaping transports were shot down and destroyed, with Admiral Jhared Montferrat taking down the transport that carried the wife of young rebel Adon Fox. However, the planetary v-150 ion cannon managed to temporarily disable various Imperial-class Star Destroyers, allowing numerous rebel sympathizers to escape.

Seeking to end the rebellion once and for all, a mere year later Emperor Palpatine opted to leak just enough information to the Bothan spynet and thus the Rebel Alliance that a new, more powerful Death Star was in construction over the forest moon of Endor, and that he himself would be overseeing its final stages of construction personally. Tempted, the Rebel Alliance began massing its fleet in the Sullust system, in which the Emperor ordered the Imperial Navy to ignore, hoping for the rebels to commit all their forces to a doomed attack. In preparation, Imperial naval resources gathered for the encounter in the Hudalla system.

Later arriving in the Endor system, the rebel fleet was surrounded by the single largest gathering of Star Destroyers in Imperial history, as well as a fully armed and operational Death Star, contradictory to the information that had been given to them. The Emperor however, seeking to turn a captive Luke Skywalker to the Dark side of the Force decreed that only the fighters engage the rebel fleet in an effort to prolong the encounter and thus enrage Skywalker. Unfortunately for the Emperor, not only would Luke Skywalker refuse the offer and become a Jedi Knight in his own regard, but the rebel strike team sent to disable the Death Star's shield generator on Endor would succeed, allowing the rebels to enter the unfinished Death Star II and destroy its main reactor. With the death of the Emperor by the hands of his own apprentice, the Galactic Empire and thus the Imperial Military would be thrown into a state of disarray following the loss of their leadership. The Battle of Endor had ended a clear defeat for both the Empire and Imperial Navy.

Post-Endor Conflicts

Imperial fragmentation

\"Portions of our naval fleet have been hidden since not long after the destruction of our glorious battle station over the Endor moon. These fleets are not as large as the one we currently control here in the Vulpinus. Yet there are substantially just the same: hundreds of Star Destroyers, thousands of smaller craft.\"

- Fleet Admiral Gallius Rax

The Empire immediately entered a state of chaos after the death of its Galactic Emperor, with civil unrest across the galaxy and numerous individuals claiming to be be the rightful heir to the throne. Nonetheless, Imperial records would be in shambles for months in an attempt to confirm the deaths of personnel lost aboard the second Death Star, all while combating the new threat of the New Republic. Hearing of the Emperor's defeat at Endor, Governor Ubrik Adelhard would lock down the Anoat sector to all traffic, creating what would come to be known as the Iron Blockade. Subsequently numerous splinter fleets would separate from the Imperial Navy, while infighting and betrayal would spill blood in what the Imperial HoloNet would deem skirmishes and mutinies, all the while the full-scale galactic war that began following the Battle of Hoth would continue with increased ferocity. The Imperial Navy would also encounter fuel shortages, as Republic attacks forced Imperial vessels to flee, thus burning more fuel than what could be supplied.

After the death of the Emperor, Sentinel droids were sent to \"selected\" Imperial officers. These officers included Admiral Garrick Versio,[49] and Captain Lerr Duvat. They were ordered to begin Operation: Cinder, and emergency directive to tear apart the Empire. This could be done by experimental weather arrays.

In an effort to re-organize a fractured Empire, a secret Imperial gathering over the Outer Rim world of Akiva would commence in the months after the Battle of Endor, called the Imperial Future Council. Unfortunately, the meeting failed after the New Republic received word of the gathering and arrived en masse in the system, forcing a major space battle to ensue. The Republic had received information about the conference from a mysterious source known as the Operator, who was actually the Imperial Fleet Admiral Gallius Rax. Rax supplied information to the New Republic in order to eliminate his political rivals. Admiral Rae Sloane survived the battle and reunited with the Fleet Admiral in the Vulpinus Nebula.

The fragmentation of the Imperial war machine would also hamper Imperial Military production in the months after the Battle of Endor, creating a supply shortage of TIE/LN starfighters and forcing Star Destroyers to head out with less craft. Lack of trained personnel also harrowed the Imperial Navy, while the once mighty fleet was reduced to a single Super Star Destroyer, the Ravager. Following the events on Akiva, Rae Sloane became Grand Admiral and assumed leadership of Imperial forces in the Vulpinus Nebula; the largest of the Imperial remnant forces. In secret, Fleet Admiral Rax ruled the Imperial forces from behind the scenes. Sloane later discovered evidence that at least a quarter of the Empire's Star Destroyers and the Emperor's Super Star Destroyer Eclipse had mysteriously disappeared instead of being destroyed in battles with the New Republic as reported in the Imperial records.

During the inaugural meeting of the Shadow Council, Rax revealed that he secretly commanded substantial Imperial fleets consisting of hundreds of Star Destroyers and thousands of smaller craft in the Almagest, the Recluse's Nebula, the Queluhan Nebula, the Ro-Loo Triangle, and the Inamorata. Rax also used the Imperial-held foundry worlds of Zhadalene, Korrus, and Belladoon to produced war material including new TIE fighters for the Imperial war effort. Following the loss of Kashyyyk and the attack on the New Republic capital of Chandrila, Rax took power as Counselor to the Empire. To test the mettle of his new armada against the New Republic, Rax ordered the Imperial fleets to assemble on the planet Jakku.

Showdown on Jakku

\"I must be a stronger blade! A... a blade with which to slit the throats of the traitors that crawl on their bellies toward our door!\"

- Captain Groff, before his death during the Battle of Jakku

After the discovery of Imperial forces at Jakku, the New Republic dispatched forces to take on the Empire following a Galactic Senate vote. A year and four days after the Battle of Endor, the Galactic Empire would be engaged in a major land and space battle over the desert world of Jakku against the New Republic. While Rax went to prepare the next stage of the Emperor's posthumous Contingency plan (which involved blowing up the planet Jakku while he and a chosen elect fled into the Unknown Regions), Grand Moff Randd commanded the Imperial fleet from the Ravager.

During the battle, the Imperial Navy formed a tight, protective wall around the Super Star Destroyer Ravager. This blunted the New Republic assault. As the battle raged, Captain Groff of the Star Destroyer Punishment panicked and rammed his Star Destroyer into a New Republic ship. This allowed the New Republic Commodore Kyrsta Agate to find a gap and bombard the Ravager. The Super Star Destroyer quickly crippled Agate's Starhawk-class battleship Concord but Agate managed to trap the Ravager in her ship's tractor beam. The downing of the Ravager turned the tide of the battle in the New Republic's favor. The ship's commanding officer Randd abandoned his post and fled in an escape pod.

With the growing New Republic Defense Fleet needing ships to supplement its military forces, it also embarked on a campaign to board and capture Imperial vessels during the battle. Lieutenant Thane Kyrell led a New Republic boarding party which boarded the Imperial-class Star Destroyer Inflictor in an effort to capture its first Star Destroyer. The attempt ultimately failed when Captain Ciena Ree crashed it onto the planet's surface below. Meanwhile, Grand Admiral Sloane joined forces with her New Republic opponents Norra Wexley and Brentin Lore Wexley to stop Counselor Rax from detonating Jakku and destroying the Imperial and New Republic forces.

Amidst the loss of the Ravager and the death of Gallius Rax, Grand Vizier Mas Amedda signed the Galactic Concordance with the New Republic; formally ending the Galactic Civil War and facilitating the Empire's surrender to the Republic. Per the terms of the Empire's surrender, the Imperial government was dissolved and all surviving Imperial military officers were designated as war criminals. Despite the Empire's surrender, several Imperial captains continued fighting at Jakku. Some crashed their ships onto the surface and tried to drag their enemies with them. Other Imperial captains fled with their warships into the Unknown Regions, using secret coordinates that had been supplied as part of the Contingency. Meanwhile, Grand Admiral Sloane, the highest ranking officer in the Imperial Navy, along with Brendol Hux, his son Armitage Hux, and several child soldiers rendezvoused in the Unknown Regions with the Emperor's command ship Eclipse, which had been sent into the frontier in advance as part of the Contingency.

Defeat and rebirth

\"You will be avenged—when the Empire rises again.\"

- Nash Windrider

The Battle of Jakku was a catastrophic defeat for the Empire which turned the tide of the war decisively in the New Republic's favor. With few Star Destroyers left, the severely depleted Imperial fleet was confined to pre-determined regions within the Core Worlds and the Inner Rim. With talk that the Empire would be forced to engage in diplomatic talks with the New Republic in the month following the Battle of Jakku, many believed its collapse and ultimate surrender was imminent. Unbeknownst to the rebels, Imperial forces under Grand Moff Randd and Commander Nash Windrider had secretly used the time to amass its ships in the Queluhan Nebula, which masked it from enemy sensors in an endeavor to assault the Republic once again. With a clear chain of command reestablished and the factionalism that had previously divided the Empire swept away—along with weapons upgrades to its TIE/LN starfighters, the Imperial Navy stood ready to strike again.

Ultimately, the remnants of the Empire were defeated by the New Republic. Under the terms of the Galactic Concordance, the former Empire was forced to disarm its military forces and to pay punishing war reparations. A group of Imperial hardliners as per the Contingency relocated to the Unknown Regions where they remained for the next three decades. During that time, they re-consolidated themselves as the First Order, a military junta that admired the New Order and sought to \"restore it\" to the Galaxy. In 28 ABY, an individual at a cantina on Pamarthe stated that they thought the Imperial fleet still existed and would strike again.

In 21 ABY, the First Order embarked on an expansion of the old Imperial fleet, which had reinvented itself as the First Order Navy. To fund this rearmament program, the First Order channeled considerable funds into sympathetic Centrist senators in the New Republic like Lady Carise Sindian. Lady Carise used these funds to arm and train the Amaxine warriors, a paramilitary group led by Imperial loyalists including Arliz Hadrassian. To hide these funds, the First Order and their Centrist collaborators bankrolled the Nikto crime lord Rinnrivin Di's cartel. The profits from Rinnrivin's cartel were channeled back to shadow corporations in the Outer Rim run by Centrists, who transferred the funds back to the First Order. Despite an investigation launched by Senators Leia Organa and Ransolm Casterfo which neutralized Rinnrivin and the Amaxines, the First Order Navy succeeded in rebuilding its fleet by the time of the Cold war.

Organization

Administration

The Imperial Navy was commanded by Galactic Emperor Palpatine and the Joint Chiefs of the Empire, while admirals and captains assumed responsibility for their respective craft and would be informed of any long-term plans. The Admiralty was the overall leading unit of the navy and included Imperial Navy High Command. Naval Command and Control and the Naval chiefs also oversaw the tactical strategy of the Navy, and reassigned ships to trouble spots and plotted long-term strategy under the oversight of both the Emperor and Joint Chiefs. The Imperial Starfighter Corps also aided in overall naval operations, and disliked the Admiralty's push towards Kuat Drive Yards near monopoly on capital ship production due to a belief that TIE/LN fighters were purposely weakened to ensure continued production and purchases from the company would continue.

Similar to the Army, the Imperial Navy contained multiple branches responsible for various aspects of naval warfare, of which the most important and well known was Fleet Command. Fleet Command controlled the Imperial Navy's sub-capital and capital ships, and the lowest recruits to the Admiral of the Fleet fell under its auspices.

It was highly unusual for officers to receive captaincy of a Star Destroyer until middle age, while being assigned captaincy of smaller craft was considered to be ignominious. It was common practice for the Imperial Starfleet to often amass ships in an attempt to intimidate various worlds, officers sometimes gathered their respective ships in an attempt to display their power and impress superiors, with the more ships and men under ones command the more important that person was considered. With the Emperor commanding the most ships and men, he was easily considered the most important. The Navy also worked in conjunction with the Imperial Security Bureau, who installed an internal affairs officer aboard every Imperial-class Star Destroyer and Executor-class Star Dreadnought, while the Naval Intelligence Agency and its oversight by Imperial Intelligence provided vital information for the armada.

Order of Battle

In order to patrol the vast expanses of Imperial space, the Empire would split up varying amounts of naval forces into fleets, commanded by an admiral, a Fleet Admiral, or a Grand Admiral. Sector fleets controlled specific sectors of the galaxy, such as the Lothal sector fleet and the Anoat sector fleet. However, other fleets were mobile, being sent to conflicts where they were needed. These types of fleet included the Third Fleet, Seventh Fleet, Eleventh Fleet, and Death Squadron.

These fleets typically contained half a dozen Star Destroyers as their backbone, and were augmented by various carriers, starfighters, transports, gunboats and other support craft. Specific composition and size of a fleet varied dramatically on the fleet's mission and the political power of its commander.

Task forces were units of ships smaller than fleets that were usually under the command of an commodore or admiral whose flagship was an Imperial-class Star Destroyer. Notable task forces included the 96th, the 103rd, the 125th, the 231st and Carlou Gendling's task force.

By the height of the Galactic Empire, approximately 25,000 Imperial-class Star Destroyers would have been in use, while 20% of the Empire's starfighter fleet would be made up of the TIE/IN interceptor and other newer models in direct response to the Alliance's faster vessels such as the RZ-1 A-wing interceptor coming into production.

Personnel

\"Ships, like men, must be used until they break.\"

- Governor Everi Chalis

Specializations

While the Imperial Navy was known mostly for its imposing dagger-shaped ships, Imperial manpower was also vital for the utilization of those craft. Dividing its personnel into the classification of either officer or enlisted, officers often received extra pay and visitation rights to their families more than once every five years for those from the Core Worlds, who often limited their communication to and from their families to demonstrate their commitment to the cause. Officers were encouraged to drink a nutritive slurry instead of regular food in order to conserve resources, however senior officers could gorge themselves without appearing feeble, and commissaries on various Imperial stations often served exotic foods, albeit for a stiff price. All officers and stormtroopers were required to have an innate combat readiness, and were expected to pass repeated certifications in various forms of self defense, weapon and vehicle handling, however at higher ranks these requirements lessened somewhat. Gambling was expressly forbidden within the military, with harsh punishments for those engaging in the activity. Those that shirked from duty could be reported for cowardice.

The enlisted ranks comprised the bulk of Imperial manpower, often filling in vital roles in maintaining, operating and providing assistance to the Imperial fleet with positions such as Imperial Navy Troopers (including their Death Star counterparts), flight commanders, duty officers and technicians. While only ten percent of TIE pilots graduated from the Imperial pilot training program, all pilots were still expected to be able to maintain and repair all single- and dual-pilot craft, and would often fly low over areas that needed to be reminded of the Empire's strength.

Crewmen often worked in sunken data pits—which denoted command hierarchy—located on the bridges of capital ships, and oversaw all data and intelligence transfer throughout the entire vessel, and could provide auxiliary navigational assistance to other craft in the system. While not all Imperial facilities utilized sunken data pits, Wilhuff Tarkin preferred their design and had them installed at the prefabricated Imperial facility known as Sentinel Base. Imperial weapons technicians operated the turbolaser batteries on various Imperial craft, while their elite gunners manned the Death Star's superlaser.

Handling logistical operations on Imperial Navy vessels were fleet logistics liaisons from the logistics corps.

There existed a form of rivalry between the Navy and the Imperial Army, with some naval officers having accused their colleagues of being pompous, unimaginative and arrogant. A rivalry also existed between Imperial Army and Imperial Navy pilots due to the latter often receiving better public recognition through the HoloNet News.

The Imperial MSE-6 series repair droid was utilized in most Imperial vessels to clean the floors.

Training

\"You, too, can be part of the Imperial family. Don't just dream about applying for the Academy, make it come true! You can find a career in space: Exploration, Starfleet, or Merchant Service. Choose from navigation, engineering, space medicine, contact/liaison, and more! If you have the right stuff to take on the universe, and standardized examination scores that meet the requirements, dispatch your application to the Academy Screening Office, care of the Commandant, and join the ranks of the proud!\"

- Advertisement promoting the Imperial Academy

With many attracted to the Imperial Navy by promises of decent pay and access to some of the most advanced ships in the galaxy, prospective Imperial cadets could attend a preparatory school on respective worlds such as at the Academy for Young Imperials on Lothal, and from there would be sorted into advanced Imperial academies for further training. Not all candidates continued on with their training however, with some returning to their previous lives or failing to meet requirements. Most slots in the Inner Rim were reserved for citizens of former Separatist worlds in an effort to increase their loyalty.

After completion of their preparatory school, trainees would then be sorted alphabetically into their future academy, such as at the Arkanis Academy, with the most prestigious being the Royal Imperial Academy on Coruscant. Imperial officer training was noted to be vigorous, with frequent inspections and topics such as Core Worlds Classical Culture, Security Protocols and Interrogation Techniques, Large Vessel Design, Amphibious Battle Tactics and Large Vessel Design, along with training in numerous flight simulators. Imperial TIE pilots were trained that aiding fellow fliers was low priority unless no other task was assigned. Additionally, recruits could participate in athletic activities and compete professionally in Naval Corps Boxing, all for the chance of winning the belt. Cadets were ultimately separated into various tracks such as the command track or elite flight, while at the Royal Academy top cadets could attend a reception and ball at the Imperial Palace along with hundreds of senior military and government officials.

Upon graduation, trainees were commissioned as lieutenants, while they were also allowed a postgraduate visit back to their homeworlds. Further into their military careers, it was frowned upon to take recreational time off, while the vast majority of Imperial officers remained in service until they hit the mandatory retirement age or died. The Medal of Honor was one of the highest forms of Imperial commendation, lower only to the prestigious Distinguished Medal of Imperial Honor, given only for the greatest acts of sacrifice.

Ranks

Rank was determined by wearing a color-coded rank insignia plaque which utilized red, blue and yellow squares. An admiral was identified by twelve multicolored squares, six red over six blue; however, black-uniformed officers were identified with six colored squares side by side for the rank of admiral, four red and two yellow along with red-tipped code cylinders, unlike the blue tipped variant used by other officers. A captain was identified by six squares of three red over three blue. The prestigious title of Grand Moff was identified with twelve squares, six blue over three red and three yellow. While most high-ranking officers wore olive-green drab and lower ranking noncoms wore black uniforms, some officers could rise up the ranks and keep their black uniform variant.

The ranks of the Imperial Navy, arranged from lowest to highest, were: Ensign, Lieutenant (subdivided into Junior and Senior Lieutenant), Captain, Lieutenant Commander, Commander, Commodore, Rear Admiral, Vice Admiral, Admiral, Fleet Admiral, Grand Admiral, and Admiral of the Fleet. The Chief of the Imperial Navy was a single individual who served on the Joint Chiefs and advised the Supreme Commander of the overall Imperial Military.

A Flag Captain referred to a high-ranking individual who captained the flagship of an admiral. A Flag officer referred to a senior officer above the rank of commander.

It typically took ten to fifteen years to transition from ensign fresh from the academy to captain. Usually, a captain waited at least six more years before becoming commander. However, the High Command could speed up the process, especially for political reasons.

Equipment

Imperial uniforms varied depending on the specialization of the individual, ranging from protective armor to pressed jackets. Those of higher rank often wore the distinctive olive-green double-breasted tunic along with boots, trousers and a command cap displaying an officer's disk designed by Tarkin himself following the rise of the New Order. It saw wide service in both the Imperial Navy and Army, however a black variant was utilized by noncoms and stormtrooper officers.

Imperial weapons technicians wore distinctive clamshell helmets and partial body armor, while TIE pilots wore encased full body armor with helmets similar to those worn by stormtroopers, along with with flexible gas transfer tubes in the front of their helmets along with other modifications for operating in the vacuum of space.

Starships of the Imperial Navy

Capital ships

\"We will apprehend them, my lord. Even if that requires repositioning half the capital ships in the fleet.\"

- Vice Admiral Dodd Rancit, to Emperor Palpatine

During its reign of the galaxy, the Imperial Navy used a plethora of capital ships as flagships and command ships. Several varieties of Star Destroyer were used, including the common Imperial-class Star Destroyers which consisted of both Imperial I- and Imperial II-class Star Destroyers, as well as the Interdictor-class Star Destroyer, the qaz-class Star Destroyer, the Secutor-class Star Destroyer, the Tector-class Star Destroyer, the Venator-class Star Destroyer, the Victory-class Star Destroyer, the Gladiator-class Star Destroyer, and the Onager-class Star Destroyer.

Although a rarer sight than a Star Destroyer, dreadnoughts were even more formidable ships. Thirteen Super Star Destroyers were in Imperial service prior to the Battle of Endor, including several Executor-class Star Dreadnoughts which consisted of the Executor I-class Star Dreadnought and the Executor II-class Star Dreadnought. The Assertor-class Command Dreadnought, acted as a sector command ship, and a heavy weapons platform. The Asteroid Dreadnought was rumoured to be in the Navy's possession.

Smaller craft

Along with its massive capital ships, the Imperial Navy also employed smaller vessels for support or other purposes not fit for a Star Destroyer. These included cruisers, such as attack cruisers, bulk cruisers, battlecruisers, Detainer CC-2200s, Gozanti-class cruisers, IGV-55 surveillance vessels, Immobilizer 418 cruisers, Cantwell-class Arrestor Cruisers, Carrack-class light cruisers, and both Arquitens-class command cruisers and light cruisers. A modified variant of the Arquitens-class command cruiser was the prison-tug, which served as a cruiser and tug for wreckage-prisons. A tractor tug was a model of tug utilized by the Empire.

Carriers were also widely used. Notable Imperial carrier ships included the Gozanti-class Assault Carrier, the Imperial escort carrier, and Quasar Fire-class cruiser-carrier which consisted of both the Quasar Fire I-class and the Quasar Fire II-class cruiser-carrier.

Corvettes such as the CR90 corvette and the Raider II-class corvette were also utilized.

Notable frigates used included CC-7700 frigates, EF76 Nebulon-B escort frigates and Razor-class frigates.

Other vessels in this category included the Imperial Support Vessel.

Freighters and cargo transports

To move large amounts of materials across the galaxy, the Imperial Navy used freighters and similar vessels. Common freighters and barges included the class four container transport, the Eta-class supply barge and the Imperial heavy freighter.

Troop and vehicle transports

Small craft dedicated to deploying troops and ground vehicles were known as dropships. Known dropships included the Theta-class barge, the Y-45 armored transport hauler and the Y-85 Titan dropship.

The type of transport called the Imperial Dropship Transport also performed this role, as did smaller gunships like the Low Altitude Assault Transport/infantry and the LAAT/le gunship.

Shuttles

Used to ferry around Imperial personnel, common shuttles included the Lambda-class T-4a shuttle and Delta-class T-3c shuttles of the Abecederian line, as well as Sentinel-class landing crafts, Theta-class T-2c shuttles, Zeta-class cargo shuttles and Zeta-class shuttles. The TIE/sh shuttles and TIE Boarding Crafts from the TIE line were also used as shuttles.

Starfighters

Belonging to the Imperial Navy's own Imperial Starfighter Corps, notable starfighters included the Alpha-3 Nimbus-class V-wing starfighters, Aggressive ReConnaissance-170 starfighters and Eta-2 Actis-class light interceptors. These were, however, later replaced with new TIE line starfighters, such as the TIE/D Defender (and its elite variant), the TIE/IN interceptor, the common TIE/ln space superiority starfighter, the TIE/rb heavy starfighter, the TIE/sa bomber, the TIE/sk x1 experimental air superiority fighter, the TIE/rp Reaper attack lander, the TIE Advanced v1, the TIE Advanced x1, the TIE/ag \"Aggressor\" Starfighter, the TIE/ca \"Punisher\" Starfighter, and the TIE lander. The TIE/ph \"Phantom\" Multi-Role Stealth Starfighter, was equipped with a cloaking device. Outside the TIE line was the prestigious VT-49 Decimator.

Space stations

Imperial construction modules, were used as staging areas, and for construction. The first and second Death Stars were battle stations within the Imperial fleet. The Wrath was a space station that orbited the planet Ponemah Terminal. The Torpedo Sphere that was rumored to be in the Empire's possession was classified as a space station and siege platform. The Shield Gate, orbiting Scarif, protected the Imperial security complex. Hivebase-1 was a top-secret space station used by the Tarkin Initiative as an archive station, it was one of the largest archives ever built. The supertanker fuel depots were mobile space stations designed by the Empire. For planetary defense included the FireStar II-class Orbital Defense Platforms, and the Golan I Space Defense Platforms, these include its other variants. Harbor-class Mobile Space Docks acted as mobile repair yards for Imperial fleets and battlegroups. Mk IX Orbital Maintenance Depots, were massive shipyards that could provide service to dreadnoughts.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 4 (1d4+2) energy damage

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MmEwYzkzYWE3MTY5","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +0, Range 100/400 ft., One target. Hit : 2 (1d8-2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":-1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8-2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"ZTM4MDQ0MmNkNTRj","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MGRkYzhjZThmOGNi","flags":{},"name":"Infect Host","type":"feat","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

.

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a DC 12 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take 5 (1d10) poison damage. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NDgzNWZmYTk0OTdl","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MjhmZmUyOWNhMzk4","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} -{"_id":"8pF39bGFv073plaq","name":"Mynock Swarm","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":39,"min":0,"max":39,"temp":0,"tempmax":0,"formula":"7d10"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":5,"units":"ft","hover":true},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":39,"min":0,"max":39},"bar2":{"value":14,"min":0,"max":0}},"details":{"biography":{"value":"

\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock swarm can survive in any type of atmosphere or vacuum.

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The mynock swarm has advantage on an attack roll against a creature if at least one ally of the mynock swarm is within 5 feet of the creature and the ally isn't incapacitated.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small mynock. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (4d6+3) kinetic damage.

The swarm loses 3 (1d6) hit points, and a mynock attaches to the target, and is considered a separate creature with its own statistics for the remainder of combat.

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DesignationNon-sentient
ClassificationSpider
Skin color
  • Grey
  • Red
  • Green
  • Blue
Eye color
  • Yellow
  • Blue
  • Red
Distinctions
  • Intelligent pack-hunting behavior
  • Tracking skill
  • Thick immobilizing web strands
  • Poisonous mandibles
HomeworldKashyyyk
HabitatJungles and caves
DietCarnivore

Wyyyschokk were a species of spider that lived on the planet Kashyyyk. Both highly intelligent and extremely hostile, they could ensnare prey by casting webbing at them from a distance, and would often wait to ambush their prey by attacking them from above or below. A notable subspecies was the Albino Wyyyschokk.

Biology and appearance

Wyyyschokk were a large species of spider native to the planet Kashyyyk. Wyyyschokk were highly intelligent and hostile to most sentient lifeforms. They were capable of launching a web-like enzyme from their mandibles.

An adult wyyyschokk was capable of laying up to 1,000 eggs per year. To protect their young from predators, they crafted extremely durable egg sacs out webbing, saliva, and a unique secretion from lymphatic nodes under each leg. Once an egg hatched, it could take the young wyyyschokk up to five days to eat their way out of the sac, leaving them ravenous and ready to attack anything on sight.

Behavior

Wyyyschokk were known to attack by casting a web-like enzyme at their target, and would often attempt to ambush prey by dropping from the forest canopy or hiding underground.

The species was so prevalent on Kashyyyk that at least 15% of the planet's forests were estimated to be covered in their webs. Due to this, young Wookiees were taught to defend against the creatures at ages as early as three years old.

History

In 14 BBY, Cal Kestis encountered and was attacked by several wyyyschokk (including one Albino) while exploring Kashyyyk.

A blue wyyyschokk followed the Imperial stormtrooper Wayson Dower after his platoon was decimated by Wookiees. After he regrouped with two other troopers—Milo Strander and Sterns Yennich—the spider continued to track the trio as they made their way back to their drop zone. Yennich, unaware of the danger, stepped into a clearing lacking adequate protection from below, and was attacked by the spider. After slicing through the trooper's leg armor with one of its legs, causing a large amount of blood to flow, the wyyyschokk bit through the bark Yennich was standing on, piercing his chest. Curling into a ball due to the venom, he offered no resistance to the spider, which pulled him down for consumption.

About 2 BBY, Sith Lord Darth Vader sent his secret apprentice, Starkiller, to raise an army to oppose the Galactic Emperor. In order to gain the help of Bail Organa of Alderaan, he journeyed to Kashyyyk to retrieve the senator's daughter, Leia Organa. Making his way toward the Imperial skyhook anchor facility where she was being held, Marek encountered several giant weavers lying in wait for him. He barely survived the ambush and thereafter traveled through the upper levels of the jungle canopy.

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

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The wyyyschokk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The wyyyschokk ignores movement restrictions caused by webbing.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage.

The target must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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Ranged Weapon Attack +6, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

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\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OGM3YWJlZmVmMmVj","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NTNjNGVlMzFjNTU0","flags":{},"name":"Reactive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

The squad can take one reaction each turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjVhZjAxNGJiODc0","flags":{},"name":"Squad","type":"feat","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium droid. The squad is immune to any power or effect that would alter its form.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NTZkMzRkOWUwMWI5","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

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The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NjA2NTJmYzQzM2Q2","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NDNhODcyN2UxNTJl","flags":{},"name":"Massed Fire","type":"feat","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

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The squad fires en masse at a point within 150 feetEach creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Kolkpravis Warrior makes two meelee or ranged attacks with its Shoni Spear.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Until the end of the turn, the Kolkpravis Warrior's speed increases by 60 feet and it doesn't provoke opportunity attacks.

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\"He's more machine now than man, twisted and evil.\"

- Obi-Wan Kenobi describes Darth Vader's cybernetics

HomeworldKalee
Species

Kaleesh

Cybernetics

Completely cybernetic except for brain, some vital organs, and parts of his head

A cyborg was any living, organic being, sentient or not, whose body was enhanced with machine parts. Cybernetic augmentation was an invasive process that changed a being's brain functions and physiology in significant ways, so much so that it was usually irreversible.

Cybernetic technology could be used to help repair a body or sustain a life to varying degrees. Luke Skywalker received a cybernetic hand after losing his original hand in a lightsaber duel, while almost the entirety of General Grievous' body was replaced by cybernetic limbs and other body parts. After falling to the dark side and becoming Darth Vader, Anakin Skywalker was severely burned on Mustafar, requiring him to live in a cybernetic suit of armor for the rest of his life. In addition, all of his limbs were amputated and required mechanical replacements. The Zero Angle cantina had a cyborg bartender, Florn. Guavian security soldiers were cybernetically enhanced humans that served as the enforcers of the Guavian Death Gang.

C-3PO often introduced himself using the phrase \"I am C-3PO, human-cyborg relations,\" though the term was technically a misnomer, as droids were not cyborgs.

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Cyborg Khagan has multiple pools of hit points, each of which is tracked separately. Damage and healing only applies to the currently active hit point pool. When a pool is depleted of all hit points, it becomes inactive. Only one pool can be active at any time. If a hit point pool is depleted, the Cyborg Khagan immediately saves against all ongoing conditions and effects. Any abilities which can reset do so. If all pools of hit points are inactive, Cyborg Khagan is killed. If Cyborg Khagan takes a long rest, it fully heals the currently active pool and fully heals one depleted pool.

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Cyborg Khagan rolls initiative with advantage. Cyborg Khagan starts with a number of villainous actions equal to one less than it's villainous multiplier. If a hit point pool is depleted, Cyborg Khagan also loses one villainous action. Cyborg Khagan may use a villainous action after any other creature takes a turn. If Cyborg Khagan does so, it regains its reaction. A villainous action is a complete turn. They have an action, bonus action and may move up to their full speed. The villainous actions refresh at the start of Cyborg Khagan's turn and any remaining actions from the previous turn are lost.

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Cyborg Khagan has advantage on saving throws against force powers cast by enemies within 5 feet. When an enemy within 5 feet casts a force power, Cyborg Khagan can make a melee attack against that character as a reaction. When Cyborg Khagan damages an enemy character, they have disadvantage on Concentration saves to maintain their Force powers.

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On Cyborg Khagan's turn, he may choose to go into a Rage as a bonus action. While in a rage, his attacks deal +3 damage, he has Advantage on strength-based skill checks and saving throws, and he has resistance to kinetic and energy damage. As part of the bonus action to go into a Rage, he can make a Lightsaber or unarmed attack. While in a Rage, all attacks against him have Advantage. The Rage lasts for 1 minute, or until Cyborg Khagan ends his rage as a Bonus action, or until Cyborg Khagan falls unconscious or loses all hitpoints in his current health pool.

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Cyborg Khagan has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While Cyborg Khagan has only one health pool remaining, he has Advantage on Stealth and Acrobatics checks, and he can take the Dash or Disengage actions as a Bonus action.

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When Cyborg Khagan is attacked and hit by an adjacent character while he is holding one or more Lightsabers, he may use his reaction to reduce the damage taken by 1d10+15. If the damage is reduced to 0, he may use this reaction to make a Lightsaber attack against the attacker.

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.

On each of his turns, Cyborg Khagan can use one of Crush Them!, Frightful Presence, or Whirling Advance and then make one Unarmed Slam, Lightsaber, or Blaster attack; or he may make two attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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.

Choose an ally within 30'. That ally can use their reaction to make an attack. If that attack hits, it deals an additional 1d8 damage.

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.

Choose any number of characters within 80'. Each of those characters who fails a Wisdom saving throw (DC 14) becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cyborg Khagan's Frightful Presence for the next 24 hours.

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Whirling his blades, Cyborg Khagan advances with a shield of sparks and light. Choose a creature within 30 feet to make a DC 19 Dexterity saving throw. On a fail, the target is pushed 10 feet, Cyborg Khagan moves into their current square ignoring opportunity attacks, and he has advantage on his next attack against them this combat. On a success, Cyborg Khagan moves into a square adjacent to the target and opportunity attacks against Cyborg Khagan have disadvantage during that move.

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\"This predator lunged out of a still pool and dragged one of our team members under before we could effect a rescue. The body was never recovered.\"

- Halka Four-Den speaks about a scrange on Dagobah

DesignationNon-sentient
ClassificationReptilian
Average length8 meters
Distinctions

Spiked tail

Homeworld
Dagobah

The scrange was a large tusk-tailed reptile that lived in the muddy swamps of Dagobah.

Description

The scrange was the apex predator of Dagobah, attacking its prey with a great ferocity. Scranges were beaked and had many bioluminescent patches on their body, arranged in a ridge along its spine. When prey got close, attracted by the lights, the scrange would lift out of the mud on its six crustacean-like hind legs to make a quick attack or it would use its four tail tusks to impale its prey.

Scranges somehow found their way to several worlds. During the Clone Wars Battle of Brentaal IV, a scrange attacked Jedi Master Shaak Ti and her crew of Quinlan Vos, Lyshaa, Ryyk, Sagoro Autem, and a clone trooper. The predator was able to kill Ryyk, but was killed by Ti when she pierced its head with her lightsaber.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OTc4ZmJjMjVlNDk3","flags":{},"name":"Bioluminescent","type":"feat","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

The scrange either emits dim light in a 10-foot radius, or bright light in a 10-foot radius and dim light for an additional 10 ft.. It can switch between the options as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YWNmOTAxN2M1Yzk3","flags":{},"name":"Mud Camouflage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

The scrange has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YTBiZTU4ZTRiMzU3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The scrange makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmYwMDZlY2JjYWMy","flags":{},"name":"Tail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 28 (4d10+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor can sense the presence and direction of a creature who can cast force powers within 120 feet.

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The inquisitor is a 12th-level forcecaster. It's forcecasting ability is Charisma (force save DC 18, +10 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-5th level (41 Force Points): animate weapon, dominate

mind, improved dark side tendrils, choke, force suppression,

horror, force jump, sense force, sever force, siphon life, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODY3M2U2ZTJkNGJj","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers and resistance to damage dealt by force powers.

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When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Spinning Double Saber attack.

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.

The inquisitor makes three spinning doublesaber attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 23 (4d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"YzM4YTI5MjI5MGYy","flags":{},"name":"Dark Lightning","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120 ft., One or two targets. Hit : 28 (8d6) necrotic damage.

The target(s) must succeed on a DC 18 Strength saving throw or become restrained until the end of the inquisitor's next turn.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The t'landa Til are a massive, quadrupedal, sentient\nspecies distantly related to the Hutts. They possess\nlong, thin, whipping tails and four trunk-like legs with\nhuge, padded feet. They also have a tiny pair of arms\nwith delicate hands, each with four ngers. Their faces\nresemble those of the Hutts save for a long, thick horn\nabove their snout. Like the Hutts, their necks are short\nand humped—almost nonexistent. They have thick,\noily, leathery skin, which hangs in creases, wrinkles,\nand loose folds. This skin is especially prominent below\nthe neck, where it hangs so loose that it hides the arms\nwhen they are folded against the chest.\n

\n\t\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The t'landa Til also have two hearts and three\nstomachs. Male t'landa Til make a sound that attracts\nfemales during mating season. This humming vibration\nis produced when air ows over the cilia in a male's\ninated neck pouch. This vibration stimulates a\nfemale's pleasure centers. This ability is accompanied\nby the males' low-grade empathic ability, which they\nuse to project pleasant feelings toward females. The\nt'landa Til can use this same pouch to create sonic and\nsubsonic vibrations with powerful eects on other\nspecies. The average t'landa Til stands about 2 – 2.5\nmeters tall. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Neutral Balanced","species":"","type":"beast","environment":"","cr":9,"powerLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":"Energy And Kinetic Damage From Unenhanced Sources"},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 10","languages":{"value":[],"custom":"Galactic Basic, Huttese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","token":{"flags":{},"name":"T'landa Til","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"9RSXTks8f5lGNphB","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":110,"max":110},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZWIxZmQwMjY0Mjg5","flags":{},"name":"Trampling Charge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","data":{"description":{"value":"

If the T'landa Til moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the T'landa Til can make one stomp attack against it as a bonus action

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"M2FjOTA0YzAyM2I3","flags":{},"name":"Redirect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","data":{"description":{"value":"

If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

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.

The T'landa Til makes 3 attacks one gore attack and two stomp attacks

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MDAxNjllYTFmNTIw","flags":{},"name":"Gore","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MTQzMzUzZmFkMjAx","flags":{},"name":"Stomp","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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.

The T'landa Til emits a sonic vibration paired with an empathetic emission. Every humanoid and biological creature within 100 feet of the T'landa Til must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that cannot hear have advantage on the save.

While charmed by the T'landa Til, the target seeks to assist the T’landa Til by any means within the target’s power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage from a source other than the T'landa Til, the target can repeat the saving throw. A target can also repeat the saving throw at the end of each of its turns

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The ambush master can add a d4 to a skill check or saving throw.

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The ambush master ignores difficult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modifier. Additionally, on its first turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet.

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Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals and addtional 1d8 weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry on the same planet as it.

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When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.

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When the ambush master is hidden from the target of its Ranger's Quarry feature, the first attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage.

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While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it.

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When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn.

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The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks, 18 tech The ambush master knows the following tech powers:

At-will: electroshock, encrypted message, minor hologram,

vortex shot

1st-level: alarm, element of surprise, target lock

2nd-level: charge power cell, detect invisibility, paralyze

humanoid

3rd-level: greater hologrampoints).

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.

The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

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.

The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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The Jubba bird was a Force-sensitive reptavian native to Dagobah. Jubba birds built their nests out of sticks and plants, using mud scooped from the swamps of Dagobah to hold the nest together. This made the nests heavy, often causing them to droop downwards into the swamps, where predators were waiting to gobble up the eggs.

Jubba were deceptively intelligent birds, though domesticated jubba often played dumb to avoid harassment from ignorant owners. Birds sold to appreciative owners sometimes allowed their innate intelligence to show, and became loyal companions. Many jubba birds were captured and sold by vendors as pets prized for their mesmerizing song. This song was a highly soothing whistle that it manipulated through the Force.

DesignationNon-sentient
ClassificationReptavian
Average length0,3 meters
Average wingspan1 meter
Feather color
  • Red
  • Purple
Eye ColorGreen
Distinctions

Song is a manifestation of the Force and can pacify those around it

Homeworld
Dagobah
Habitat
Swampy rainforest
Diet
  • Snakes
  • Rodents
  • Insects
  • Knobby white spiders

Description

Native to the planet Dagobah, the Jubba bird was a brightly colored reptavian whose feathers were shades of red and purple. Although the Jubba was only 0.3 meters long, it had a wingspan of a meter. Jubba birds were predators, and their diet was varied. Their main prey was snakes and rodents, and they would use their large mouths to scoop up swarms of insects while in flight. They were also known to hunt knobby white spiders. Jubbas constructed their nests high in the trees using mud from swamps.

The Jubba's most distinct feature was its unique hum, a soothing and eerie melodic whistle that calmed all but the most angry creatures and beings, and was a manifestation of the Force. To sing, the Jubba had to be content and happy; Jubbas in captivity had to be provided with enough room to allow them to fly unhindered and preen, and to hunt for their own food. It was advised that Jubbas kept as pets be quartered in an outside environment. Their own predators included butcherbugs.

Intelligent creatures, the Jubba presented itself as a beautiful and proud bird that had no capacity for learning, a façade that allowed the Jubbas to remain independent of owners and resist efforts to be trained. However, well-cared for and loved Jubbas formed a bond with their owners and displayed their true intelligence, becoming loyal and valuable companions. Jubbas with this level of trust in a being were able to discern strangers' motivations, search for objects, and sing on command.

History

After coming into possession of some Jubba birds, the Bimm merchant Glah Ubooki attempted to record the unique song, but the recording did not have the same effect as it was not amplified by the Force. The Ubooki brothers had three of the birds for sale, each located in a different shop, where they retailed for 4,000 credits each.

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The jubba bird can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

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The jubba bird's forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks). The jubba bird innately knows the following force powers:

At-will: sense emotions

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Grandmaster

Grand Master, or Grandmaster, was a title bestowed on the oldest and wisest member of the Jedi Order. Whereas the Master of the Order served as leader of the Jedi High Council, the Grand Master was the head of the Jedi Order. Yoda, a Jedi Master who had lived for over eight centuries by the time of the Clone Wars, was the Grand Master of the Jedi Order during the waning years of the Galactic Republic.

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When the Jedi Grand Master casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

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When The Jedi Grand Master casst a power that targets only one creature and doesn’t have a range of self, it can target a second creature in range with the same power.

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The Jedi Grand Master has advantage on Wisdom (Perception) Checks.

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Whenever the Jedi Grand Master makes a saving throw against a force power he rolls with advantage.

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On each of The Jedi Grand Master's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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When the Jedi Grand Master uses his action to cast a force power, he can use a bonus action to make a shotosaber attack.

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If the Jedi Grand Master fails a saving throw, he can choose to succeed instead.

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The Jedi Grand Master is a 20th level forcecaster it's forcecasting ability is Wisdom (force save DC 23, +15 to hit with force attacks, 80 force points).

The

Jedi Grand Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, heal

2nd level: animate weapon, battle meditation, danger sense,

phasewalk, stun, stun droid

3rd level: knight speed, share life, sever force, telekinetic

storm

4th level: disable droid, force immunity, freedom of

movement, mind trap

5th level: improved battle meditation, improved phase strike,

improved phasewalk, mass animation, revitalize, skill

empowerment, telekinesis

6th level: greater heal, telekinetic burst, true sight, wall of light

7th level: destroy droid, force mend, improved revitalize,

master speed

8th level: earth quake, force link, mind blank, telekinetic wave

9th level: master battle meditation, master heal, precognition

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YWI4Y2U3MDIzYzE5","flags":{},"name":"Force Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

The Jedi Grand Master adds 5 to his AC against an attack that would otherwise hit him.

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.

When the Jedi Grand Master makes three shotosaber attacks or casts a force power and makes a shotosaber attack.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d6+7) energy damage plus 9 (2d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+7","energy"],["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"MWQyMjNmMjhlN2Yw","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Grand Master casts one of his at will powers.

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.

The Jedi Grand Master can make one shotosaber attack.

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.

The Jedi Grand Master can move up to his speed without provoking opportunity attacks.

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.

The Jedi Grand Master can choose any number of creatures within 30 feet of it and divide 90 hit points between them restoring up to half of their total hit points.

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Speeder bikes, also known as jumpspeeders, were\nopen-air repulsorlift vehicles that emphasized speed\nand maneuverability over stability. A typical speeder\nbike had a maximum altitude of 10 meters (32 feet)\nand could thus maneuver deftly over very rough\nterrain. Some companies manufactured extras like\nsidecars for speeder bikes. 

\n\t\t\t\t
\n\t\t\t
\n\t\t

Joben T-85 Speeder Bike

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Joben T-85 speeder bike was a speeder bike model\nmanufactured by the Zebulon Dak Speeder\nCorporation, and named after the famous swoop racer\nThall Joben. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/avatar.webp","token":{"flags":{},"name":"Joben T-85 Speeder Bike","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"A7iIjwvbXpwiPiUP","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":39,"max":39},"bar2":{"value":14,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjAwNzM1ZDEzMDE5","flags":{},"name":"Quick Escape","type":"feat","img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/avatar.webp","data":{"description":{"value":"

The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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.

As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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If the aquatic Jedi master fails a saving throw, it can choose to succeed instead.

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The aquatic Jedi master can breath water.

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The aquatic Jedi master has advantage on skill checks and saving throws to avoid being grappled or moved. If it fails one of these skill checks or saving throws, it can expend one force point to reroll one of the dice once. It must use the new roll.

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Once per round on its turn, when the Jedi hits with its Lightfoil attack, it can expend one force point and choose one of the following effects:

Deflection: The aquatic Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Double Strike: The aquatic Jedi can roll 1d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time: The aquatic Jedi master's speed increases by 5x1d8 until the end of its current turn.

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The aquatic Jedi can enter this frenetic stance as a bonus action. When the aquatic Jedi master hits a creature with a melee weapon attack, that creature has disadvantage on the first attack roll it makes against the aquatic Jedi master before the start of the aquatic Jedi master's next turn. Additionally, if the creature is within 5 ft. of the aquatic Jedi master, it must make a DC 18 Strength saving throw. On a failure, that creature is pushed back 5 feet, and the aquatic Jedi master can move to enter the space the creature just vacated without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Yzc5NDY0ZTJkNGIx","flags":{},"name":"Unpredictable Motion","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

Opportunity attacks against the aquatic Jedi master have disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NzcxYzQwMjBlMTBm","flags":{},"name":"Force Empowered Strikes","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

The Jedi's weapon attacks deal an extra 1d8 weapon damage (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZGQ3MWJmZTgyOWFj","flags":{},"name":"Ideal of the Agile","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

The aquatic Jedi can jump 40 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MWQ5MjA2NjQ2ZTM3","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

The aquatic Jedi master is a 14th-level forcecaster (force save DC 18, +10 to hit with force attacks, 61 force points). It knows the following powers:

At-will: affect mind, guidance, force disarm, force push/pull,

mind trick, saber reflect, sonic charge

1st level: burst of speed, force jump, heal, sense force, slow

descent

2nd level: calm emotions, coerce mind, force sight, rescue,

stun droid

3rd level: force repulse, knight speed

4th level: disable droid, grasping vine, force immunity

5th-level: improved heal, revitalize

6th-level: eruption, telekinetic burst

7th-level: destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MmFiYTIxNGJjMTA0","flags":{},"name":"Kinetic Ward","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OGFkMDgwNDY1MTZj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Jedi makes three Lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"YjUyY2Y2ZWE3YzIw","flags":{},"name":"Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"NDY1ZDA2YjhmOWMz","flags":{},"name":"Force Bubble (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master can generate a bubble of air with the Force. It can then hurl this bubble at a point within 120 feet. When the bubble reaches the point, it will pop with a burst of sonic energy. Each creature within 20 feet of that point must make a DC 18 Constitution saving throw, taking 42 (12d6) sonic damage on a failed save, or half as much damage on a successful one. Creatures in water are vulnerable to damage from this attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NDU0MGIwZGQ5MGM2","flags":{},"name":"Lightfoil","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master attacks with its lightfoil.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZWE0NTZkZWU3ZGNl","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master moves up to its speed.

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.

The Jedi casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000}]} -{"_id":"AUGkWC33WF1utw6e","name":"Bogwing, Greater","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":""},"hp":{"value":14,"min":0,"max":14,"temp":0,"tempmax":0,"formula":"4d6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":14,"min":0,"max":14},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":1,"powerLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 13","languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":2,"ability":"str","bonus":0,"mod":-2,"passive":12,"prof":4,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","token":{"flags":{},"name":"Bogwing, Greater","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"AUGkWC33WF1utw6e","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":14,"max":14},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTVhZmRlZjU1NjQz","flags":{},"name":"Beast of Burden","type":"feat","img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","data":{"description":{"value":"

The bogwing is considered to be a Large animal for the purposes of determining its carrying capacity.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MTI5MWQ3MzY3ZWVk","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The bogwing can make two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NjE0MDgwNGMzZTcy","flags":{},"name":"Claws","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} -{"_id":"AaHeq3erl2qQmocs","name":"Vulture-Class Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor plating"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"12d10+24"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"Master, General Grievous's ship is directly ahead, the one crawling with vulture droids.\"

- Anakin Skywalker to Obi-Wan Kenobi, referring to the Invisible Hand during the Battle of Coruscant

Manufacturer
  • Haor Chall Engineering
  • Xi Char Cathedral factories
ClassDroid starfighter
Cost19.000 - 40.000 credits
Length
  • 6,96 meters (in flight)
  • 3,5 - 3,6 meters (walking)
Height/depth
  • 1,86 meters (in flight)
  • 6,87 meters (walking)

The Variable Geometry Self-Propelled Battle Droid, Mark I, also known as the Vulture-class droid starfighter, or more simply as the vulture droid, was an unmanned model of droid starfighter manufactured by Haor Chall Engineering and utilized by the Trade Federation and later the Confederacy of Independent Systems. The fighter relied on overwhelming numbers during combat. Constructed in the cathedral factories of Xi Char, their creation through precision manufacturing was considered an act of religious worship. It was present at many engagements including battles during the Clone Wars.

Characteristics

\"Their creators assumed a given fighter would not survive long, and so programmed them to be swarming weapons.\"

\"So burning through their resources as fast as possible? Without any long term considerations? Are you sure?\"

\"Look at the curve of the combat pods. The shape of the stripes. The position of the blaster barrels. Weapons such as this not only are functional, but also incorporate the artistry of their creators. The beings who created and built these fighters believe in short quick answers to questions and problems.\"

- Thrawn and Eli Vanto discuss vulture droids

With the effectiveness of droid starfighters debated in strategic circles for generations, vulture droids were as such capable of extreme maneuvers that could crush even the sturdiest organic pilot, but lacked the resourcefulness and cunning that living pilots brought into combat. Nonetheless, a lack of life-support systems allowed more room for armaments and fuel, and the lack of an organic pilot removed any moral responsibility for its destruction.

Like the ground forces made up of battle droids, vulture droids were remote controlled by a control ship, but as time passed later generations of the fighter were able to operate with limited independence due to the installation of artificial intelligence. They were also known to be able to communicate with each other by chattering. While not in flight, vulture droids could transform into walking mode to patrol the surface or provide support during battles, and was specifically designed to fill both space and ground-based roles.

A variant of the vulture droid featured an ion weapon. One of this variant battled Ahsoka Tano and Padmé Amidala while they were flying N-1 starfighters during starfighter practice. The unit was destroyed.

The design of the vulture droid formed the basis for producing the Hyena-class bomber, another type of automated droid starfighter used by the Separatist Alliance. Vulture droids were not considered as smart as tri-fighters and hyena bombers, and relied on speed and overwhelming numbers in combat scenarios.

History

Invasion of Naboo

\"Fighters, straight ahead.\"

- Bravo Leader's Ric Olié, during the Battle of Naboo

In 32 BBY, vulture droids were deployed with the rest of the droid forces by the Trade Federation military to seize Naboo. During the space battle over the planet, vulture droids were controlled by a Droid Control Ship, made out of a modified Lucrehulk-class LH-3210 cargo freighter, and engaged Bravo Flight's N-1 starfighters. All of the droid starfighters were deactivated when Anakin Skywalker destroyed their control ship, the Vuutun Palaa.

Clone Wars

Starfighters of the Separatist Alliance

During the Clone Wars, vulture droids were painted with the blue and white hexagonal markings that symbolized the Separatist Alliance. Vulture droids were also quickly upgraded to function independently from a Droid Control Ship. They would fight in numerous battles against the Galactic Republic during the war, and vultures became a larger threat to their adversaries as the war continued.

Vulture droids were the most common aerial unit in the Confederacy military. In addition to being launched from capital ships, vulture droids were also deployed from Automated vulture droid deployment stations to defend areas from potentially hostile approaching vessels. Munificent-class star frigates, which were one of the most common ships in the CIS fleet, could carry up to forty-two vulture droids.

At some period during the war, vulture droids were upgraded to carry missiles which could deploy Pistoeka sabotage droids against enemy starfighters.

Christophsis

In 22 BBY, vulture droids participated in the Battle of Christophsis, which ended in defeat for the Confederacy of Independent Systems. Anakin Skywalker, now a General of the Republic Army and Knight of the Jedi Order, destroyed Admiral Trench's flagship Invincible with the IPV-2C Stealth Corvette, ending the Separatist blockade of the system. Jedi General Obi-Wan Kenobi captured Separatist General Whorm Loathsom, ending the Confederate occupation and forcing the Separatist navy once more to retreat.

Teth

Vulture droids participated in the Battle of Teth, a loss for the Confederacy of Independent Systems. Despite fierce Confederate resistance, Skywalker rescued Rotta the Hutt and delivered him to Jabba's palace on Tatooine.

Ryloth

Vulture droids participated in the Battle of Ryloth, a protracted campaign in which the Separatists resisted the Republic's attempt to liberate the Twi'lek homeworld. Notably, a swarm of Vultures almost completely eliminated the V-19 Torrent starfighters of Blue Squadron and rammed the bridge of the Resolute.

Other battles

The droids continued to see action throughout the rest of the conflict. From large scale battles such as at Umbara, to smaller skirmishes such as over Felucia after the destruction of Felucia Medical Station HCTFF2. During the Battle of Horain, Clone Captain \"Rex\" attempted to contact his commanding officer, General Skywalker, for help, but General Kenobi instead came to aid the clone trooper, explaining that Skywalker was dealing with vulture droids.

Ending actions

The droids were involved in the Battle of Coruscant, which proved to be the last gasp of the CIS, and at the Battle of Utapau. During the former of these two battles, Count Dooku was beheaded by Anakin Skywalker, and days later General Grievous was killed at Utapau. After the deaths of the Separatist Council, all Confederate droids were shut down, including the vulture droids.

Post-Clone Wars

\"I have studied vulture droids, ensign. They do not normally fight this effectively.\"

- Thrawn, to Eli Vanto during the Battle over Umbara

During the Imperial Era, vulture droids fell into the hands of various rebel groups including Cham Syndulla's Free Ryloth movement, Berch Teller's rebel cell, and the smuggler–turned–insurgent leader Nevil Cygni (\"Nightswan\"). In 14 BBY, hundreds of vulture droids were used by the Free Ryloth movement to attack the Imperial Star Destroyer Perilous during an assassination attempt against Emperor Palpatine and Darth Vader.

Later, Berch Teller's rebel cell obtained vulture droids and other former Separatist equipment and material from Vice Admiral Dodd Rancit, who was conspiring against his rival Moff Wilhuff Tarkin. The Chiss Imperial Navy officer Thrawn collected various Clone War artifacts including vulture droid parts. The insurgent leader Nevil Cygni, also known as \"Nightswan,\" also procured 400 vulture droids during the Umbaran uprising.

By the time of the cold war, Vulture droids were used as private security forces by the houses of Cato Neimoidia. The X-wing drones used for First Order TIE Fighter Pilots had similar visual elements to vulture droids.

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

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The droid can climb metal surfaces, including upside down on ceilings, without needing to make an ability check.

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The droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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.

The droid makes two slam attacks.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage

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Ranged Weapon Attack +3, Range 300/600 ft., One target. Hit : 9 (2d8) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 11), taking 9 (2d8) energy damage on a failed save, or half as much on a successful one.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Emplacement Weapon, Heavy Blaster, or E-WEB, is\na a heavy repeating blaster manufactured by BlasTech\nIndustries. It is able to be broken down into parts and\ncarried by a small crew of troopers making it fairly\nmobile, but has to be rigidly mounted in order to counteract the eects of its incredible re-\npower.

\n\t\t\t\t\t

It requires two crew members for optimal\neectiveness. One crewer mans the gun, and the other\nmonitors and adjusts the Eksoan Class-4T3 power\ngenerator. Like many high-yield generators, the 4T3 is\nprone to overheating and potentially explosive\noverload, despite its advanced Gk3 Cryocooler cooling\nunit. Power is fed into the E-Web via a conduit that\nconnects to the base of the TR-62 Autocushion Tripod.\nThe built-in comlink with automatic encryption allows\nfor secured communication with other units. The\ncomputerized re control and targeting system\nincludes infrared and StarVision low-light enhancement\nfor use in night combat. Overall, the E-Web can be\ntransported and assembled for ring within a minute\nor less, although it will take up to ten minutes for its generator to reach full power.\n

\n\t\t\t\t\t

If the 4T3 generator is \"cold,\" it can take nearly\nfteen minutes for the crew to deploy the weapon,\ncalibrate the generator and congure the targeting\nsoftware. Some Imperial crews pre-charged the\ngenerator before use for faster set-up. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"darkvision 60 ft., passive Perception 13","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":13,"prof":3,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","token":{"flags":{},"name":"E-Web Heavy Repeating Blaster","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"AicQEcAxbvY8cZs6","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":36,"max":36},"bar2":{"value":10,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTE5ZjQzMWU4ZTQw","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

The turret has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDViN2IyZmI2YjY0","flags":{},"name":"Targeting Systems","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

The turret uses its Intelligence modi\u0000er for attacks, save DCs, and damage rolls.

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The construct is fully operational only with an engineer. If the engineer takes the Regulate action, the Gunner may take the Saturate Action. Otherwise, the only construct actions the gunner may take are the Multi-Attack and Burst Fire actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZTM0Y2EyNGMwMGU3","flags":{},"name":"Explosive Destruction","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

When the construct is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fi\u0000re damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzJlNTNkOWE2NWZl","flags":{},"name":"Redirect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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.

The turret makes two burst attacks.

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.

The E-WEB sprays a 10-foot-cube area within 200 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 15 (2d12+2) energy damage. On a success, the target takes half damage.

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The engineer actively monitors and controls the energy regulation and cooling systems, allowing enhanced performance. The Gunner may spend its action to take the Saturate action.

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This action may only be taken on a round in which the Regulate action has been taken on this construct. The E-WEB thoroughly saturates a 15 foot cube within 200ft with shots. Any creature who enters the saturated area or begins its turn in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 28 (4d12+2) energy damage and is restrained until the start of their next turn. On a success, the target takes half damage and must succeed at a Wisdom saving throw (DC 15) or become frightened until the start of their next turn.

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DesignationSemi-sentient
Average height

3 meters

Homeworld
Dromund Kaas

Swamp wampas were humanoid, semi-sentient predators, similar to the wampas of Hoth.

The only major differences between the two wampa species was that the wampas of Hoth had adapted to their surroundings with heavy fur coats to survive the harsh climate of the ice world; the swamp wampas, in comparison, had lighter fur coats due to their native warm climate and were found in the swamps and marshes of Dromund Kaas.

The two species were so similar that scientists believed swamp wampas may have directly descended from ice wampas.

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The wampa has disadvantage on Dexterity (Stealth) checks. At the start of each wampas turns, each creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 10 (4d4) poison damage.

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The wampa makes two attacks, one with its claw and one with its bite.

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The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the wampa can't bite another target.

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Average height

0,8 meters

Homeworld
Myrkr

The vornskr was a canine beast that could hunt using the Force.

Description

The vornskr, native to the planet Myrkr, were a wild, vicious canine species that had the unusual ability to sense the Force. This ability evolved to help them hunt ysalamiri, but a side effect caused them to think that Force-sensitives were their favorite prey, including Jedi in their appetite.

To counteract this hunting method, the ysalamiri developed the ability to project a \"Force bubble,\" inside which no Force abilities could be used.

Vornskrs were primarily nocturnal hunters, and used their whip-like, mildly venomous tails to stun prey before finishing it off with their teeth. They were normally sedate during the day, but hunger or other factors would drive them to hunt during daylight hours.

Before Jedi Master Mace Windu refined it into Vaapad, the Form VII style of lightsaber combat was referred to as the Way of the Vornskr.

Tyber Zann was known to use such creatures within the Zann Consortium. After taking the younger vornskrs away, the pups were trained as effective hunters for enemy troops that managed to escape the confines of their imprisonment.

The smuggler Talon Karrde kept two vornskrs, Sturm and Drang, as pets and guard animals, and considered offering them for sale as guard animals. He discovered that cutting off their whip-like tails was similar to castration, since it removed most of their hunting aggression, a fact he detailed in an article published in the Galactic Zoology Monthly.

During the Peace Brigade attack on Yavin 4 during the Yuuzhan Vong War, Talon Karrde outsmarted the Peace Brigade by leading them into the hands of Kam Solusar and his wife Tionne. He achieved this by commanding his two vornskrs to find the Jedi and allowing the Peace Brigaders to follow the trail. Once he found the Jedi, the Peace Brigaders were effortlessly disposed of. During this pretended Jedi hunt, Talon Karrde convinced the Peace Brigaders into thinking that he was the owner of the last two remaining vornskrs. The Peace Brigaders seemed to believe him; however, the Yuuzhan Vong were informed by the traitorous New Republic Senator Viqi Shesh that the vornskrs hailed from Myrkr. The Yuuzhan Vong then used the species as a biological template for the voxyn.

Vornskrs were also used as guards in the Dark Force Temple on Dromund Kaas.

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The vornskr can sense the presence of force creatures and objects up to 1 mile away. It knows the general direction they're in but not their exact locations.

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The vornskr has advantage on Wisdom (Perception) checks that rely on smell.

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If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 7 (2d6) poison damage.

If the target is a creature it must also make DC 13 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

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The juggernaut can take the Dash action as a bonus action, and if the juggernaut moves at least 10 feet in a straight line with this bonus action, it gains a 5 bonus to it's next melee attack’s damage roll.

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The juggernaut has advantage on saving throws against force powers.

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When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.

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If the juggernaut is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The juggernaut can wield a two handed weapon in one hand. Also if he misses with an attack the creature takes 5 energy damage.

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The juggernaut is an 19th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +10 to hit with force attacks) and it has 42 force points.

The juggernaut knows the following force

powers:

At-will: affect mind, denounce, feedback, saber ward

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight

3rd-level: choke, force scream, sever force

4th-level: force immunity, shroud of darkness

5th-level: greater feedback, improved force scream,

improved phase strike

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

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The juggernaut makes three lightsaber pike attacks or casts a power and makes a lightsaber pike attack.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature within 30 feet of the juggernaut must succeed on a Wisdom saving throw (DC 18) or become frightened of the juggernaut for 1 minute, and have its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

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Sith Cyborg can move up to his speed without provoking opportunity attacks.

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Sith Cyborg can cast an at-will force power.

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Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

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Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The junior engineer is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 27 tech points.

The junior engineer knows the following

tech powers:

At-will: combustive shot, electro shock, encrypted message

1st-level: absorb energy, energy shield, oil slick, smoke cloud

2nd-level: overheat, release, scorching ray

3rd-level: explosion, sabotage charges

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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After spending at least 30 seconds setting the charge, the engineer may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the engineer has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"This hardy close-combat unit comprises a standard Trooper mounted atop a beast capable of detecting foes that would otherwise be imperceptible — such as concealed Jedi and Sith.\"

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

The Mounted Trooper is a fast melee combat unit that can be trained at the Troop Center in Tech Level 1, as soon as an Animal Nursery has been built. It is effective against Mechs and Heavy Weapons, but can be countered by other Troopers and Fighters. It is also effective at taking down buildings very quickly.

For general information about troopers, see Trooper

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If the mounted trooper moves at least 20 feet straight toward a creature while mounted and then hits with a vibrolance attack on the same turn, it can make a trample attack against the creature as a bonus action.

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The trooper cannot be knocked prone, dismounted, or moved against it's will while mounted.

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While the trooper is mounted, the mount cannot be charmed or frightened.

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Melee Weapon Attack +4, Reach 10 ft., One target. Hit : 8 (1d12+2) kinetic damage

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Ranged Weapon Attack +3, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

The target must succeed on a DC 13 Strength saving throw or be knocked prone.

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The trooper unleashes a torrent of flame in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

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\"Hey—your spy droids discovered this freighter. You gonna doubt your own tech the way you're doubting me and mine?\"

- Cad Bane, to Darth Maul

CreatorSith
ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
0,3 meters
Sensor colorBlack
Plating colorBlack

The DRK-1 Dark Eye probe droid, also known as the Sith probe droid, Sith seeker, DRK-1 Tracker Droid or Repair droid, was a model of probe droid used by the Sith and later the Galactic Empire.

Characteristics

The DRK-1 probe was a spherical probe droid capable of floating above the ground. Equipped with a single eye, these droids had a black carapace and were fitted with an antenna rising from their globe-like body. Darth Maul's DRK-1 probe droids spoke the language Sisrai.

History

\"Show me.\"

- Darth Maul commanding one of his DRK-1 Dark Eye probe droids

The Sith Lord Darth Maul made use of several DRK-1 probes, keeping at least three of the spy droids aboard his personal starship, the Scimitar. He utilized these droids to track down a freighter belonging to the Haddrex Gang on Nar Shaddaa, which led Maul and his bounty hunter compatriots to the hideout of Xev Xrexus in the Drazkel system. There, Maul followed one of the droids to the location where Jedi Padawan Eldra Kaitis was imprisoned.

In 32 BBY, Maul launched three probe droids while seeking out Queen Padmé Amidala on Tatooine, and successfully located her Jedi protector, Qui-Gon Jinn. Maul recalled his probes and set out on his speeder, the Bloodfin, to engage Jinn in a lightsaber duel. However one of these droids, after rescuing a labor droid and being saved from a sandcrawler by the same droid, decided to remain on Tatoonie with its new friend.

During the Galactic Civil War, these droids were used as repair units by the Imperial Army to make field repairs to vehicles. They were unarmed however, leaving them defenseless against enemies.

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

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While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this droid is also tracking that target, the interfaced creature gains advantage on the check. If it already has advantage, it can instead reroll one of the dice once.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the captain that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The mercenary makes three weapon attacks.

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"ODFjMTA0YTI5YTIw","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/367_-_Mercenary_Captain/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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.

For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MDFhY2U4OWM1YzU4","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/367_-_Mercenary_Captain/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NzVhNjQzMzQ2MDJj","flags":{},"name":"Sole Leader (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/367_-_Mercenary_Captain/avatar.webp","data":{"description":{"value":"

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Efforts to transplant colonies of the energy spiders that produce the stuff haven't been very successful.\"

\"You're trying to get them to survive on other planets?\"

\"Yes, but they just stop feeding and die—\"

\"Good!\"

- Lando Calrissian and Han Solo, on Calrissian's efforts to expand glitterstim production

DesignationNon-sentient
Homeworld

Kessel

Energy spiders or spice spiders were arachnids that inhabited the spice mines of Kessel. They lived in complete darkness inside the mine's caves spinning webs made of glitterstim, a rare kind of spice. The spiders would shoot webbing from their mouths to capture prey, impale them and then quickly suck the life energy from them. The spiders were known to feed on bogeys, as they were sources of pure energy that caused the glitterstim to react and produce light, alerting the spiders to their presence. The spiders also disliked bright light, since they lived in pitch black caves. Energy spiders were, however, drawn to the light produced by the glitterstim-bogey interaction, and there are even cases of mistaking other lighting sources for this interaction. They were one of the many threats faced by the spice miners, especially those who wandered too deep into the caves where the spiders lived. Often, the administrators and superiors on Kessel would send disruptive prisoners to work in these deep tunnels, ensuring an often permanent solution to a prisoner problem. As energy spiders feed on energy, blaster bolts are ineffective against them and are merely absorbed. Curiously, ion weapons, since they affect energy and its distribution, are highly effective (but not lethal) against them.

A variant sub-species of energy spider was discovered by Han Solo and Leia Organa Solo while investigating a series of ground quakes on behalf of Lando Calrissian, owner of the spice mining operation. The newly discovered subspecies had a reddish hue and lacked the hooks and spines that are present on the arms of typical spiders. These \"red spiders\" were found to be herbivorous, feeding on the giant fungi found in the lower reaches of Kessel's spice mines. These red spiders had a poisonous effect on baseline energy spiders, allowing the two to coexist. Genetically, the two different types could even mate, though no documentation of the act nor results existed.

When fed ryll, the energy spiders would produce glitteryll and grow to large sizes. A number of the creatures were smuggled onto Ryloth, which proved to be one of the few other worlds capable of supporting them. A few made their way to Coruscant for the Coruscant Livestock Exchange and Exhibition following the establishment of the New Republic in its arthropod exhibit, along with toxin/adrenaline-producing orbalisks and Death Seed-producing drochs.

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Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

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While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Ranged Weapon Attack +5, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

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DesignationNon-sentient
HomeworldTatooine
HabitatDesert
DietCarnivore

Wraids were large reptilian creatures found on many desert planets around the galaxy, including Tatooine and Korriban as well as other planets like Tython.

Characteristics

Wraids were pinkish-red in color and had very powerful front legs, enabling them to move quickly when agitated by means of long, bounding strides. They had large claws at the end of their feet and sharp teeth, making them dangerous to the unwary. They also had two small back legs.

Wraids were often seen in clusters from two to six members. Generally, they would not harm passersby unless provoked, at which point their danger became immediately apparent.

Because of their ferocious appearance and short temper, they were a popular quarry of less-experienced big game sport hunters from around the galaxy. When the settlement of Anchorhead was founded, hunting wraids developed into a marketable trade with the opening of hunting lodges and salespeople dealing in wraid skull plates purchased from hunters.

Their skull plates were rumored to have medical uses, but the market for them was very specific.

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If the Wraid moves at least 20 feet straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 4 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

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The Wraid makes two attacks, once with its ram and one with its claws.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 13 (3d6+3) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Manufacturer

Gordarl Weaponsmiths

TypeSonic cannon
Cost
  • 9.000 credits (new)
  • 5.000 credits (used)

The LR1K sonic cannon, also known as the Geonosian sonic cannon or the Geonosian defense platform, was a high-powered artillery emplacement weapon produced by the Gordarl Weaponsmiths on Geonosis prior to and during the Clone Wars.

Description

The LR1K cannon used sonic blaster technology that employed internal oscillators to produce a devastating sonic blast. The high impact concussive sonic energy was stabilized by a containment sphere within the cannon until impact against a target, at which point it broke up to create an omnidirectional blast. Commonly, the LR1K required two Geonosian or battle droid gunners to operate, although the cannon's advanced, highly-precise targeting computers were capable of doing most of the work. A critical hit with this weapon would instantly kill any average clone.

History

The sonic cannon was rushed into production when Archduke Poggle the Lesser joined the growing Separatist movement, prior to the official creation of the Confederacy of Independent Systems. An arsenal of sonic cannons were kept at the Petranaki arena, for use in the event of a creature break-out or a crowd control situation. Four cannons were deployed against a Jedi strike team in the arena, and many others were later deployed during the Battle of Geonosis against invading clone troopers on the planet's dusty plains. They were later used to defend Geonosis against the Republic's second planetary invasion. Several of the sonic cannons were deployed to defend mines on the planet Rishi.

The LR1K technology was later incorporated into the Imperial sonic blaster of the Galactic Empire.


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

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The sonic cannon lets loose a devastating blast of sonic energy in a direction it chooses. Each creature and construct in a 60-foot cone must make a Constitution saving throw (DC 14). A creature takes 24 (6d6 + 3) sonic damage and is knocked prone on a failed save. On a success, the creature takes half damage.

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Friendly creatures that can see and hear the Admiral within 30 feet of it add a +4 bonus to their attack and damage rolls. This effect ends if the Admiral is incapacitated.

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The Admiral is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech powers). It has 22 tech points and knows

the following tech powers:

At will: assess the situation, electroshock, targeting shot

1st-level: energy shield, expeditious retreat, spot the

weakness, toxin scan

2nd-level: paralyze humanoid, toxin purge, truth serum

3rd-level: tactical advantage

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The Admiral has advantage to resist tech powers and other tech effects.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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The Imperial Admiral makes three attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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.

Up to four allies within 120 feet of the Admiral that can hear it can each use their reaction to make one weapon attack.

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The officer targets up to four allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The gundark can make four attacks: two with its claws and two with its gigantic claws.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

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The spirit's forceasting ability is Charisma (force save DC 23). It can innately cast the following force powers: At will: coerce mind, fear, improved feedback, sense force, sever force 3/day each: darkness, dominate mind, force project, force suppression, sanctuary, telekinesis 1/day each: dominate monster, improved force camouflage, mass animation

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If the spirit fails a saving throw, it can choose to succeed instead.

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The spirit has advantage on saving throws against tech powers.

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The spirirt attacks twice with Force Saber.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (4d6+6) energy damage plus 10 (3d6) psychic damage

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.

The spirit teleports up to 120 feet into an unoccupied space it can see.

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The spirit attacks once with Force Saber.

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Ranged Weapon Attack +13, Range 60 ft., One target. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 23 Strength saving throw or become shocked until the end of their next turn.

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The spirit casts coerce mind or fear.

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The spirit uses its teleport action.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The specialist's is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks, 44 tech points).

The specialist knows the following powers:

At Will: combustive shot, targeting shot, assess the situation

1st Level: target lock, tracer bolt, absorb energy, energy shield,

charge powercell

2nd Level: translocate, infiltrate, smuggle

3rd Level: explosion, cryogenic suspension, debilitating gas,

tech override

4th Level: cloaking screen, salvo, corrosive sphere

5th Level: greater translocate, shutdown, paralyze creature

6th Level: disintegrate, firestorm

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The Specialist can use its bonus action to give one of its allies a d10 to roll for any ability check, attack roll, or saving throw.

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The Specialist has advantage on saving throws against tech powers.

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When the specialist misses on an attack, it can add the result of a d10 to the attack roll.

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The Specialist has the following weapon enhancements:

Accuracy Scope. Specialist gains a +2 to attack rolls (included). Amplifying Barrel. Specialist gains a +2 to damage (included). Bayonet. Specialist can make melee attacks with the finesse property utilizing his sniper rifle.

Booming Strikes. Once per turn, when the Specialist hits with the weapon, he can deal an additional 1d6 damage (included). The weapon makes a loud boom which can be heard 100 feet away. If the Specialist is hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Overcharge Weapon. The Specialist can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. You can add this damage to the extra damage of your Booming Strikes.

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The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

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Ranged Weapon Attack +10, Range 150/600 ft., One target. Hit : 13 (1d12+7) energy damage plus 10 (3d6) energy damage

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\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new) + weapons
  • 60 credits (used) + weapons
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

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When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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The clone engineers, also known as clone combat engineers, were members of special Combat Engineer Battalions in the Grand Army of the Republic that were well versed in a range of engineering techniques, from repairing vehicles to performing demolitions work.

On Kamino some clones were randomly chosen to become engineers and became attuned to their vehicles and idiosyncrasies. On the battlefield they were assigned to heavy artillery units, such as HAVw A6 Juggernauts and SPHA units for armored ground assault.

Clone engineers were equipped with dispensers that held bacta and ammunition, as well as F-187 fusioncutters that enabled them to repair vehicles, turrets, medical and power droids. They were armed with detonation packs for sabotage and shotguns, or blaster pistols in case they had to engage enemy units.

During the Phase I stage of Clone Troopers, the Grand Army of the Republic utilized repurposed clone pilots to fulfill the role of the engineer, and preformed many of the same tasks with slightly less specialized kits, many keeping their DN Bolt Casters in place of shotguns.

Various Galactic Republic military units were known to include Combat Engineer Battalions, such as the 38th Armored Division or the famed 501st Legion. Engineers played crucial role in the Battle of Thule, where they were deployed into energy farms to take down their enemy's shields, leaving them vulnerable to attack. Clone engineers were also charged with constructing outposts in the name of the Galactic Republic.

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The Sapper is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks).

The Sapper has 7 tech points and

knows the following powers:

At will: ion blast, ionic stike, on/off

1st level: oil slick, overload, energy shield

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The All Terrain Personal Transport (AT-PT) is a light anti-infantry walker used by the Galactic Republic and, later, the Galactic Empire. It is manufactured by Rothana Heavy Engineering, a subsidiary of Kuat Drive Yards. They were precursors to the AT-ST and AT-AT.

AT-PTs are made to take single troopers into intense combat situations on their own, with the firepower of a squad. They stand only three meters tall, and are driven by AT-PT pilots.


The walkers are capable of reaching speeds up to 60 kilometers per hour and can climb a 45-degree angle, with hydraulic adjusters keeping the unit balanced. The vehicles carry a long-range comm antenna for patrols. The main drive unit provides power and hydraulic pressure for the two legs, and features cooling vents. The cockpit entry hatch is on the side, while the emergency flare launcher is just above the viewport.


The AT-PT is — compared to its intended threat, enemy soldiers — heavily armored, enough so that small-arms fire cannot penetrate the craft's armor. The walker is armed with twin blaster cannons and one concussion grenade launcher, which are only effective against infantry. The walker's superior agility made up for its light armor (in comparison to most other cavalry units).


The units often travel in packs for increased firepower.


The AT-PT was a limited production model, the majority of which were stationed aboard the Dreadnaught-class cruisers of the legendary Katana fleet, and many were lost when the fleet itself vanished.


During the Galactic Civil War, the Galactic Empire utilized a number of the walkers. They were often used as sentries and patrol vehicles near Imperial installations.

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

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct

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The AT-PT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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.

The construct makes three attacks with its repeating blaster cannon.

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"NTlhNjJlZjZiMjA0","flags":{},"name":"Mortar Launcher (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/310_-_AT-PT/avatar.webp","data":{"description":{"value":"

.

The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw (DC 15). A target takes 21 (6d6) damage on a failed save, or half as much on a successful one.

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HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

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When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

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While the spider remains motionless, it is indistinguishable from a normal gnarltree.

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.

The spider makes two slam attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

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.

The spider ejects spores in 15-foot cone. All creatures in the area must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

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The Bogan can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YjdjZjEzYWNkZmYy","flags":{},"name":"Enhanced Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan's attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDg2OGUyZGUwMTQ1","flags":{},"name":"Flyby","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan does not provoke attacks of opportunity while flying.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OWZhMGJmOTI4ZDBm","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan's innate forcecasting ability is Charisma (save DC 23). It can innately cast the following powers:

At will: darkness, enfeeble, feedback, force push/pull, force

throw, sever force, wound

3/day each: crush, fear, force lightning, force suppression,

improved force scream

1/day each: death field, improved force camouflage, rage, ruin

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NzNjM2YzMGRhYjk1","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

If the Bogan fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YjA3YmUwOWNmMzc3","flags":{},"name":"Limited Force Immunity","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MDVhYmM2MzBjNWM1","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ODNiZDY1NDcwYWMw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Bogan makes one bite attack, one wing attack, one claws attack and one blade of the darksider attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NTkxNzY1ODk5OTRl","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 28 (4d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"YjQ0YWMxY2EzZmE2","flags":{},"name":"Claws","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage.

The target is grappled and restrained (escape DC 22). The Bogan can grapple one creature at a time if it is on the ground or two if it is flying. Claws grappling a creature can’t attack any other creature.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"OTFhNzU4ZmQ4Mjgx","flags":{},"name":"Wing","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 22 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"NmQ0MjI0ODFkZmQ3","flags":{},"name":"Blade of the Darksider (one handed)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 27 (6d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","kinetic"],["6d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"ZGI2YTg2YjQ0MmQw","flags":{},"name":"Blade of the Darksider (two handed)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 27 (6d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+6","kinetic"],["6d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"YTY3ZDQyNGRiOGVk","flags":{},"name":"Hide","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

.

The Bogan takes the Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"NzRkNmVjMzJiY2Y0","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

.

The Bogan teleports to a location it can see within 100 feet of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"MGE1Zjg4NzgxYTcx","flags":{},"name":"Innate Power (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

.

The Bogan casts an innate power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"YTBjMzc4NGZhOTVh","flags":{},"name":"Shroud (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

.

The Bogan radiates darkness in a 30-foot radius. The darkness lasts until the start of the Bogan's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000}]} -{"_id":"CyN58TMD8m7nzq4R","name":"Porg Swarm","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":24,"min":0,"max":24,"temp":0,"tempmax":0,"formula":"7d8-7"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":50,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":24,"min":0,"max":24},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"They're from Ahch-To. Luke called them porgs. They're adorable.\"

- Rey, to Poe Dameron

DesignationNon-sentient
ClassificationAvian
Feather color
  • Brown
  • Gray
  • White
  • Orange (males)
Eye ColorBrown
Homeworld
Ahch-To
Habitat
Coastal

Porgs were a species of sea-dwelling bird. They were native to the planet Ahch-To, where Jedi Master Luke Skywalker made his exile in the years prior to the Battle of Crait.

Biology and appearance

Porgs were a species of non-sentient birds. They were stocky in nature, with two short wings, flat, beakless faces, and two webbed feet. Porgs were sexually dimorphic; males were slightly larger than females, and males also had orange plumage around the eyes. Porgs of both sexes were covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They were much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They could fly short distances but not far enough to leave their native island. They could also run quite swiftly on the ground and were good at maneuvering into small spaces. The birds had stereoscopic vision; their eyes had brown irises and black pupils. Porgs favored colder environments.

Porgs apparently understood certain linguistic terms. When they overheard Rey refer to Chewbacca as \"Chewie,\" they mistook it to be the word chewy, leading them to wonder whether Chewbacca would serve as her food.

Behavior

\"Puffy, my good luck charm! You look hungry.\"

- Hondo Ohnaka

These hypercurious, cliff-dwelling creatures were found throughout the islands of the planet Ahch-To. They were capable of performing controlled dives into the sea, where they fetched fish to feed on or pass on to their otherwise helpless offspring, which were called \"porglets.\" They also hunted crustaceans. Porgs exhibited a roosting behavior, and they built nests along the island cliffs. They built nests from hair, fiber or grass and decorated them with shiny objects they had acquired. Porgs loved water, both to drink and to play in. They also loved tasting new things. Porgs had strong natural camouflaging abilities, as well as many interesting calls, ranging from burbles to squeaks to song. They crooned a special song when they were pleased. However, they could also be completely silent when necessary. Despite their curious nature, they could be quite shy if they felt threatened. Porgs, both wild and domesticated alike, were unusually smitten by human objects, and found shiny objects very fascinating. If their curiosity ran unchecked, they could wreak havoc. Porgs enjoyed being petted and scratched, especially behind their ears. A group of porgs was called a \"murder.\"

History

\"When did this old rattletrap become a birdcage?\"

- Leia Organa, commenting on the infestation of porgs in the Millennium Falcon

Porgs evolved from seabirds on Ahch-To. Considered quite tasty by some species, they were sometimes hunted by the resident Lanai as well as visitors to Ahch-To. At the time of the First Order–Resistance war, when Jedi Master Luke Skywalker threw his lightsaber off a cliff, two porgs investigated the weapon. The birds nearly activated the weapon, before they were scared off by Rey. Shortly afterwards, another porg watched in curiosity from its nest as the Jedi Master spearfished from an island cliff. Rey found the porgs to be helpful to her Jedi training after she used the Force to catch one in midair in order to retrieve the lightsaber it had snatched. Finding that the porg's flock was visibly fascinated by her power, Rey promised them all \"a turn.\" While staying on Ahch-To, the Wookiee Chewbacca roasted two porgs for supper. A few of the birds stared at him before he could take a bite, but Chewbacca scared them off. When Chewbacca landed on Ahch-To, he considered porgs as a tasty treat, but found it hard to kill the winged creatures when the pack turned their sad eyes on him.

Unable to acquire a patch of blue moss for their young twins, a couple of porgs snatched wiring of the same color from the Millennium Falcon, hindering repairs that were being performed by Chewbacca and R2-D2. Following the porgs to their nest, Chewbacca tried to barter the blue wiring for a blanket but was declined. Soon realizing the plight of the porgs, Chewbacca was convinced by R2 to brave strong winds in order to harvest the moss from the high tree. Grateful for his assistance, the parents returned the wiring to Chewbacca, marking his first amicable relationship with porgs.

Later, at least four porgs found their way aboard the Millennium Falcon and made a nest. One of them accompanied Chewbacca during the Battle of Crait. Despite having an initial antagonism with the porgs, Chewbacca grew to like them and became their friend.

Boarding the Millennium Falcon, General Leia Organa observed a number of the creatures roosting aboard the vessel, prompting her to ask Chewbacca when the ship had become a birdcage.

Among the porgs which resided on the Millennium Falcon were the Porg Stowaway, Puffy and Snappy.

Around 34 ABY, porgs were imported to the planet Batuu and sold as pets in the Creature Stall at Black Spire Outpost.

In 35 ABY, a pair of porgs watched as Rey attempted to destroy Kylo Ren's TIE whisper and her lightsaber on Ahch-To.

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Average Height3 meters
Skin ColorGray
Hair color

Hairless

HomeworldCoruscant

Hive rats were enormous, nearly hairless, rapacious rodents who inhabited the sewers and lowest levels of Coruscant. The mutant rat species was often believed to be the result of ecosystem damage and exposure to sewage, pollution, and reactor radiation.

It could reach sizes of up to 3 meters and 300 kilograms. The bodies of the rats were often riddled with tumors and calluses.

Its powerful teeth and jaws were capable of inflicting considerable damage to water pipes and other utility lines. The hive rats' only benefit to Coruscanti residents was that they were happy to feed on duracrete worms, a pest. Otherwise, they were despised and looked on with fear. They roamed the underlevels in packs, and homeless residents and fugitives who wandered these levels frequently fell victim to packs of hive rats or other hungry creatures.

The hive rat gave birth to litters of 10 or more pups, for which it constructed nests.

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The hive rat has advantage on Wisdom (Perception) checks that rely on smell.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

The target is grappled (escape DC 15).

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\"She is ancient, and powerful, and dangerous. Very dangerous. But you're on to her now. She is never what she appears. Remember that.\"

- Mara Jade Skywalker

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in both the dark side of the Force and the light side of the Force because she drank from the Well of Power and bathed in the Pool of Knowledge. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.

When the Father discovered her crime, he departed the planet with his children and left Abeloth stranded. The Son and the Daughter enlisted the help of the Killik hives from Alderaan, using them as workers to create massive technological artifacts, such as Centerpoint Station and Sinkhole Station to imprison Abeloth. According to the Killik Thuruht hive, Abeloth managed to escape her prison whenever the Current of the Force was altered and the flow of time changed. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle repeated itself for thousands of years, until the death of the Ones in 21 BBY.

When Jacen Solo fell to the dark side in 40 ABY and became the Sith Lord Darth Caedus in an attempt to change the future, he unintentionally awoke Abeloth. She later managed to escape from her prison due to the destruction of Centerpoint Station during Caedus' reign. Taking advantage of the chaos the galaxy was in, she immediately sought to maximize its effect, to totally wipe out civilization. However, she was discovered and hunted down by Luke Skywalker and his son, who constantly fought her and even destroyed some of her avatars. Ultimately Abeloth took the form of Senator Rokari Kem and successfully got herself elected as Chief of State of the Galactic Alliance. However, her remaining avatar bodies were killed and she was then destroyed by Luke Skywalker and Darth Krayt in the realm of Beyond shadows. Despite her death, Luke and the Jedi were not convinced Abeloth was dead for good and thus began searching for the planet Mortis. Luke intended to locate and obtain the same dagger used to kill The Ones decades earlier during his father's own encounter with them, to ensure that if Abeloth eventually returned, the Jedi would have a way to permanently kill her.

Biography

Imprisonment

\"Once you were with me, here in the Maw. Once you were all with me. Now you are apart, but one by one, you are all awakening. And once awake, you can hear my call, and come to me.\"

- Abeloth

The woman who would become Abeloth was first known as the Servant, a mortal who appeared through unknown means on the unknown jungle planet where the Ones lived around 100,000 BBY. She served the Father and his Son and Daughter, catering to their every need. But it was not long before the Servant became part of the Ones' family, filling the role of the Mother. The Mother kept the peace between the warring siblings and doted on the Father, ensuring the family's happiness for many years. Under her guidance, the Son began to use his destructive powers for something useful—he carved out caves and passages in the walls of the valley where they lived—and the siblings restored their home to its former glory, repairing the damage and neglect caused by the conflict of their rivalry.

But as the years went by, the Mother began to age while her family remained ageless. In her old age, she could no longer control the Son and Daughter's rivalry, and she began to fear that her family would abandon her. So in order to hold onto the life she had, the Mother decided to commit the Forbidden. While the Father was distracted by his warring children, she snuck a drink from the Font of Power just as the Son had done long ago. She then completed her transgression by bathing in the Pool of Knowledge like the Daughter, but the Father discovered her. But unlike the Ones, she was mortal, and so the Font and the Pool corrupted and twisted her. They granted her power, but twisted her mind and her body, creating the dark side entity known as Abeloth.

Abeloth used her new powers to dominate her adopted children, subduing them and forcing them to bow to her before the Font of Power. But at this point the Father, horrified and disappointed in Abeloth, stepped in. He departed the planet with his children, leaving Abeloth stranded alone and fulfilling her deepest fear—her family had abandoned her. This drove her to madness, fueling her desire to be loved and adored. Knowing that Abeloth would be a danger to others, the Son and the Daughter took control of the Killik hives from Alderaan and used them as workers. By joining the hivemind, the Ones shared their immense power in the Force with the Killiks. Under the direction of the siblings, the Killiks built many technological wonders, such as Centerpoint Station, Sinkhole Station, and many others. Using Centerpoint, the Ones crafted the spherical shell of black holes around their homeworld that would later become known as the Maw, and placed the smaller Sinkhole Station within to maintain the prison. After their creations were completed, the Son and the Daughter removed their power from the hives, and retreated with the Father to Mortis. Abeloth's former family would remain there until their deaths, only emerging to defeat Abeloth whenever she escaped from her prison.

The Killik Thuruht hive referred to Abeloth as the Bringer of Chaos, whose escapes and re-imprisonments formed a cycle of chaos and destruction that occurred whenever the Current of the Force—the flow of time— was altered. Abeloth thrived on fear and destruction, fanning the flames of conflict every time she escaped and sending the galaxy into chaos and turmoil. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle would repeat itself for hundreds of thousands of years, until the death of the Ones in 21 BBY. According to the Thuruht Histories, the Gree species came to her planet during one of her escapes to sacrifice an unknown saurian species to Abeloth.

Abeloth also existed beyond shadows, a realm that seemed to be a copy of Abeloth and the Ones' homeworld and which Force-sensitives could access by separating their minds from their bodies. Sinkhole Station would come to be inhabited by Mind Walkers, Force-sensitive beings whom she influenced with her powers. Desperate for contact with anyone, Abeloth would reach out to any Force-sensitives who entered the Maw (as the prison seemed to trap her powers within) and instill in them her overwhelming desire for companionship. These individuals would be inexplicably drawn to the Maw, where they would find Sinkhole Station and ascend to beyond shadows. Abeloth fed off of the Mind Walkers' life essences, absorbing their strength. Sometime prior to 44 ABY, the former Jedi Knight Callista Ming came across Abeloth, who consumed and killed her.

In 43.5 ABY, several Jedi Knights who had spent time at Shelter in the Maw during the Yuuzhan Vong War began to feel the effects of her influence, causing them to believe that everyone except for their fellow psychotic beings had been replaced by an impostor. The insane Jedi caused a rift between the Jedi Order and the Galactic Alliance government, as the two factions disagreed on how to deal with the issue. Abeloth also sent out a call through the Force, forcing Ship, a Sith Meditation Sphere, to travel to her planet in the Maw. Ship had spent the past two years forming a Sith armada for the Lost Tribe of Sith on the planet Kesh, and the Tribe thus sent a strike team to track down Ship and kill Jedi Grand Master Luke Skywalker—whose presence they had felt in the Force after he came into contact with an Aing-Tii relic, the Codex. Meanwhile, Skywalker and his son, Jedi Knight Ben Skywalker, were attempting to retrace the steps that Jedi Knight-turned-Sith Lord Jacen Solo had taken on his five-year journey after the Yuuzhan Vong War. The Skywalkers found the Mind Walkers and learned how to go beyond shadows, where Skywalker saw Abeloth in the Mists of Forgetfulness across the Lake of Apparitions. Referred to by the Mind Walkers as the \"Lady in the mists,\" Abeloth beckoned Skywalker to try to talk to her, but he refused.

Meanwhile, Ship, who was under Abeloth's complete control, led the Sith strike team to the planet which Abeloth inhabited. Abeloth took the form of a humanoid female of indetermined species and befriended the Sith strike team, claiming to be a refugee who had been stranded on the planet for the last thirty years. However, all the while she secretly sabotaged the Sith's efforts to escape. Abeloth had complete control over all of the planet's native flora, and she used them to attack the Sith, including the team's leader, Lady Olaris Rhea, who survived with the help of her apprentice, Vestara Khai. After the attack on Rhea, Khai was able to see Abeloth in her true form, just as the Skywalkers saw her beyond shadows—a woman with an overly large mouth, tiny sunken eyes, stubby arms, and hands with long, writhing tentacles instead of fingers. The rest of the strike team, however, still saw Abeloth as a normal humanoid female.

Battling Jedi and Sith

\"Abeloth. Abeloth, I'm here.\"

\"So am I.\"

- Luke Skywalker and Abeloth

After Abeloth encountered Skywalker beyond shadows, she allowed Ship to return to the Sith and transport them to Sinkhole Station to ambush the Skywalkers. Abeloth ordered the Sith to capture them rather than kill them, but Rhea later changed the mission's objective back to kill. The ambush, however, proved to be a failure—both Jedi escaped, and Khai was the only Sith survivor. Later, the Skywalkers speculated that Abeloth was the one causing the psychosis that afflicted Force-sensitives who had spent an extended amount of time in the Maw. Abeloth, meanwhile, continued to inflict her will upon more and more Jedi, in the hopes of luring those victims back to the Maw where she could consume their life energy.[3] Around that time, Ben also suggested that the Celestials might have built the Maw and the space station Centerpoint to contain Abeloth and her power; but once Centerpoint was destroyed, Sinkhole Station had begun to fall into disrepair and Abeloth's powers had grown.

A short time later, Abeloth managed to free herself from the containment of Sinkhole Station, destroying the station and killing the Mind Walkers. The Skywalkers, meanwhile, allied with a group of Sith from the Lost Tribe and ventured into the Maw to eliminate Abeloth. After finding Sinkhole Station destroyed, they traveled to Abeloth's planet. There, the Skywalkers' Force-sensitive friend Dyon Stadd, who had fallen prey to Abeloth's influence, was planted with a homing beacon and set free by Khai to find Abeloth. Stadd found her in a cave on the side of a volcano, and Abeloth entranced him before touching him and beginning to consume his life energy. However, she suddenly sensed the approach of the Jedi and Sith allies—who were tracking Stadd—and left him for dead, fleeing deeper into the cave. When her foes found her in a courtyard at the end of the cave, Abeloth took on Ming's appearance in an attempt to make Skywalker believe that she was, in fact, his long-lost lover. Skywalker eventually saw through her charade, however, realizing that Abeloth had actually consumed and killed Ming, and attacked her.

In the ensuing battle, the Sith betrayed the Jedi and created a control web, a trick they had learned from the dark side Nightsisters, in an attempt to capture Abeloth and force her to serve them, but she broke free and repulsed all of her assailants with a massive Force wave. She fled back up the cave and consumed and killed the Sith who had been left to stand guard with a recuperating Stadd, before turning to Stadd to finish consuming his life energy. However, her enemies had recovered from her attack and pursued her back up the cave, and Skywalker suddenly arrived on the scene. She took on the appearance of Stadd while projecting an image of Ming in an attempt to trick Skywalker, but he saw through it and stabbed his lightsaber into what appeared to be Stadd's chest. She morphed back into her true form, then, and prepared to unleash a wave of dark side energy, but appeared to die halfway through. All of the beings who had been affected by her influence were instantly freed, and the Skywalkers and three Sith—Khai, Khai's father, Gavar, and High Lord Sarasu Taalon—remained behind to investigate more into Abeloth. However, they soon discovered that she had somehow switched bodies with Stadd, and was thus not dead.

On the run

\"Luke… Join with me. Save me…\"

\"I will. I will save you.\"

- Ming's presence within Abeloth and Luke Skywalker

By the time the Sith and Jedi returned to the Skywalkers' ship, the Jade Shadow, Abeloth had already broken free from the vessel. She summoned Ship to return to the world, although the three Sith claimed to the Jedi that they were the ones to have called Ship back. Ship then convinced the Sith that they could find Abeloth by using the Force nexus known as the Pool of Knowledge, and took the five allies to find it. Abeloth, meanwhile, returned to the Jade Shadow and fled the planet. After seeing a vision in the Pool of a Jedi queen whom he believed could stop the Sith invasion, Taalon jumped into the Pool and a duel broke out between the Jedi and Sith. The Jedi escaped, and, following his immersion in the Pool, Taalon began to slowly transform into the same kind of entity as Abeloth.

Abeloth, meanwhile, traveled to the pacifistic Force-sensitive Fallanassi on the moon Pydyr and took over the body of their leader, Akanah Norand Goss Pell. The Jedi, accompanied by Vestara Khai—whom they allowed to accompany them despite the fact that they knew she was working as a spy for her Tribe—tracked Abeloth to Pydyr. Khai sent out a message to the Sith fleet, and the Sith sent shuttles of reinforcements, including Taalon and Gavar Khai. They agreed to work once more with the Jedi, and Luke Skywalker led the tenuous allies to the Fallanassi village where Abeloth was hiding. After they broke through Abeloth's defenses of illusions in the White Current, she came to meet them in the form of Pell. Taalon began to interrogate her about Abeloth, and she revealed that she had come to Pydyr because she was a Fallanassi. However, when she refused to answer Luke Skywalker's question of whether that meant Abeloth had always been Fallanassi, or whether she had only recently joined, Taalon ordered Gavar to kill one of the Fallanassi. In response, Abeloth used the White Current to induce visions that drove all of the Sith—save Khai and Taalon—insane, giving up her cover. She then took Taalon into a gathering hall in the Fallanassi village to speak with him, but the Jedi and Vestara followed.

Luke Skywalker engaged Abeloth in battle once more, and he again defeated her, killing Pell's body. However, Abeloth deserted that body and returned soon after in the form of Callista Ming. She incapacitated Skywalker, while Taalon—who desired to learn from Abeloth what exactly he was becoming—captured Ben in a Force net. As Taalon and Abeloth conversed, Abeloth revealed that she knew he could not eat mortal food, and then began to feed him dark energy from her tentacles. However, Luke returned to consciousness and brought the ceiling of the hall they were in down upon them, distracting Abeloth while Vestara Khai stepped forward and killed Taalon to prevent him from becoming another being like Abeloth. In the ensuing fight, Abeloth was severely injured by the Jedi, and she fled in Ship, escaping the system. The Skywalkers, now with Khai as their ally, were reinforced by a flight of Jedi in StealthXs sent from Coruscant, who helped them fight off the remaining Sith so that they could continue to hunt her down.

Abeloth stopped first at Meliflar Station, where she forcibly imbued the girl Fala with some of her own energy to use her as bait, and forced the space station's crew to set up an ambush for the Skywalkers, so that when they arrived the Jade Shadow would be destroyed instantly. Abeloth then continued on to the planet Nam Chorios. Her planned ambush for the Jedi failed, however, as the station's inhabitants decided instead to try and capture the vessel. Meanwhile, on Nam Chorios, Abeloth recovered and gained control of the Theran Listeners by consuming and possessing their leader, Nenn. As her influence over the Theran Listeners steadily grew stronger, Jedi Knights Valin and Jysella Horn—two of the first Knights of the New Jedi Order to fall prey to her influence—were drawn by her to the world.

However, Khai and the Skywalkers eventually caught up to Abeloth in the pumping station in the city of Crystal Valley. There, Abeloth again appeared to them in the form of Callista in an yet another attempt to sway Luke Skywalker to join with her. However, in doing so she revealed that Callista's spirit was more intact than those of the other beings she had consumed, and thus had more influence over her. Luke allowed Callista's spirit to engage him with her mind and with the Force, expanding both of their Force presences as they relived her memories of the past; he felt her love for him, as well as the pain and loneliness she felt after being consumed by Abeloth. Meanwhile, a strike team of Sith led by Saber Tola Annax arrived and began battling Abeloth as well. Abeloth tried to hide her presence behind Callista, hoping to make it appear that the being confronting Luke was Callista herself—but Luke again saw through her disguise. He used the mnemotherapy technique he had learned from the Listeners to tear Callista's spirit away from Abeloth, saving her and weakening Abeloth greatly in the process. As Callista's spirit, finally freed, faded into the Force, Abeloth reverted to using the body of Nenn. However, the Listener-Master refused to be controlled by her and stabbed himself with a lightsaber, further weakening Abeloth. Horn, who had been in combat with Ben and Khai, was knocked unconscious.

Rise to power

\"Nothing can hold her… Fool to think I could use her… What is she?… By the dark, the greatest mistake I have ever made…\"

- Darish Vol, on Abeloth

While the Sith and Jedi battled each other, Abeloth attempted to flee in Ship. However, a Jedi fleet was already in orbit, battling a Sith flotilla under the command of Gavar Khai. Luke joined the Jedi in fighter combat in the pursuit of Ship, who was heavily damaged and weakened. Ship suffered multiple hits, but managed to escape with Abeloth alive. Abeloth soon afterward contacted Gavar Khai, whose fleet was regrouping after their defeat. She told him that the Jedi, their mutual enemy, were too powerful for either of them to overcome separately,[6] and they discussed an alliance. He then took Abeloth to the Tribe's homeworld, Kesh, where a meeting of the Tribe was called by Grand Lord Darish Vol. Vol decided to accept the alliance, and Abeloth was brought to the surface for a large celebration.

That evening, however, Abeloth appeared to Vol in his sleep and attempted to kill him. He allowed her into his mind, and she was too reckless in her approach, letting him in turn enter her mind. He discovered the pain of her loneliness and her need for adoration, and dueled her mentally, telling her that she was unloved. Abeloth's assassination attempt turned into an attempt to fight free from Vol's grasp, and she finally broke free. Infuriated and in agony, Abeloth unleashed waves of dark side power onto the Sith capital city of Tahv, killing thousands and leaving the city in ruins. As she fled in Ship, she used the mental hold she had begun to develop over several of the Sith to influence them to defect from the Tribe's armada and join her. Leading those forces was Gavar Khai in the ChaseMaster frigate Black Wave. They successfully escaped Kesh, and upon their rendezvous, Abeloth ordered Khai to lead the Jedi and Sith who would inevitably attempt to find her astray.

As Vestara Khai and the Skywalkers continued to hunt for Abeloth, she took the form of the Jessar Rokari Kem, a highly popular resistance leader who was due to become a Senator in the Galactic Federation of Free Alliances. When Gavar Khai and a team of nine other Sabers were killed by Abeloth's pursuers, she granted command of the Black Wave to Saber Tola Annax. However, she soon afterward stripped Annax of her powers, filled her with dark energy and left her as bait on the planet Upekzar, where she laid a trap for the Jedi. Meanwhile, in the guise of Kem, Abeloth traveled to the galactic capital Coruscant, where she found that several Sith, including High Lord Ivaar Workan, had already infiltrated the Galactic Alliance government.

Without revealing her true identity as Abeloth, she then threatened Workan—who was masquerading as Senator Kameron Suldar—to stay out of her way, and suggested that she knew his secret. Meanwhile, the Jedi Order left all operations on Coruscant under the pretense of needing to distance itself from the Galactic Alliance and act as its own authority, rather than as an official branch of the government—however, unbeknownst to Abeloth and the Sith, Luke Skywalker knew of the Sith's infiltration and was hoping to lure the Sith into making a move on Coruscant. Soon afterward, Vol arrived on Coruscant and attempted to assassinate Kem—Workan had told him that Kem was the only thing standing in the way of the Sith taking control of the government. However, Abeloth defeated Vol and subsequently called Workan, showing him Vol's decapitated head and ordering that he meet with her the next day.

Still in Kem's guise, Abeloth met with Workan and ordered that he initiate a vote to replace the current interim Chief of State, Padnel Ovin, with herself, and then help her achieve the title of \"Beloved Queen of the Stars\" and then goddess. During the Senate session, Workan called for the vote, but Ovin came forward to make a speech—unbeknownst to Abeloth and the Sith, he was stalling to give his Chief of Staff, Wynn Dorvan, time to assist in the rescue of Jedi Leia Organa Solo, whose arrest Workan had arranged. Abeloth finally grew tired of Ovin's speech and caused him to collapse; he was soon after pronounced dead. Workan then insisted that the vote be held immediately, and with the help of the Force to influence some of the Senators, Kem won with four-fifths of the Senate's vote, thus making Abeloth Chief of State. Abeloth subsequently came to see Dorvan, who had been captured by three Sith, and shed her disguise as Kem to reveal her true form to him, to his horror.

\"Death\"

Abeloth's reign eventually came to an end with the Liberation of Coruscant. Using Dorvan as her aide, she solidified her rule on the planet until the Jedi began striking at the Lost Tribe across the planet. Under Dorvan's advice, the Sith retreated into the Jedi Temple. Realizing that the Sith would be unable to maintain their hold on Coruscant, and also seeing the opportunity to recreate her family, she abducted Vestara Khai and Ben Skywalker.

To distract the Jedi, Abeloth caused cataclysmic seismic activities on Coruscant, ensuring the potential death of billions if they gave chase to her. Abeloth's Korelei-avatar brought Vestara and Ben to her planet with the intention of forcing them to drink from the Font of Power, which would transform them into - for lack of a better name - the new family of Ones who would reshape the galaxy to their liking. She also sent out Ship to attack Luke Skywalker, anticipating that he would attempt to stop her. Abeloth then mindwalked the majority of her essence into the Realm Beyond Shadows to duel with Luke Skywalker, as well as Darth Krayt, a Sith Lord that was not affiliated with the Lost Tribe of the Sith. It was a grueling duel, although they eventually succeeded when Abeloth's avatar bodies were being destroyed one-by-one across the galaxy, eventually sinking into the Lake of Apparitions afterwards. Although Abeloth was dead, the Jedi Order knew that she would end up returning sometime (after becoming strong enough to do so), with Luke knowing that such a Force entity couldn't be \"truly\" killed. According to Luke, Abeloth might not even return during his and the other Masters' lifetime, but even a hundred years or a hundred thousand years later. As a precautionary measure, the Jedi intended to locate the Mortis Monolith in order to obtain the Mortis Dagger, ensuring they would have a way to kill Abeloth for good if she were to return.

Personality and traits

\"Silly Jedi. No one can explain Abeloth.\"

- Akanah

Abeloth was a being created as a servant by the three Celestials: the Father, the Daughter, and the Son.

She was antagonized by loneliness; she felt an absolute need to be loved and adored, and was nearly overcome when Vol attacked her with the idea that she was hideous and despised. She fed her craving for adulation by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This stemmed from her original fear of losing her family, who remained ageless while she became old and decrepit. In an attempt to hold on to the life she had, Abeloth drank from the Font of Power and bathed in the Pool of Knowledge, which corrupted her mind and twisted her love for her family into a craving for companionship. When her family abandoned her on their planet—the very reason she committed her crimes in the first place— she was driven insane by loneliness and despair. She fed on fear and destruction in an attempt to gain more power, as her ultimate goal was to recreate her lost family—she tried to force Ben Skywalker and Vestara Khai to drink from the Font of Power, intending them to be the replacements for the Son and Daughter.

Abeloth had the ability to change her appearance at will, often taking on the appearance of Callista Ming, whom she had consumed. However, Abeloth's true form was that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She had a long cascade of straw-like, honey-blond hair that reached to the ground and a large, full-lipped mouth that stretched from ear-to-ear and contained needle-like teeth. Her arms were stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body was rigid and straight, and when she walked or ran, her legs rippled forward more than they swung. In addition, her body was enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.

Powers and abilities

\"I am programmed to obey a strong will. The girl is strong. You are stronger, Sword of the Jedi. But neither of you can break the hold she has on me. She is older, and more powerful than you can possibly imagine.\"

- Ship, to Jaina Solo

While Abeloth appeared as a humanoid female of indeterminate species to most, Luke Skywalker saw her true form beyond shadows and Vestara Khai was able to see her true appearance after Khai discovered Abeloth's treachery against the Sith. Abeloth could command the native flora of her planet to do her bidding and also had the ability to influence the minds of Force-sensitive beings who had spent an extended period of time in the Maw, causing in them a psychosis which made them believe that everyone—except for other such psychotic beings—had been replaced by impostors and instilling in them a desire to find her. Once the influenced being found her, she consumed their life energy, killing them and making herself stronger. The strength of her influence was formidable—even when the Jedi learned what symptoms to look for, upon the onset of the psychosis they still believed that everyone they knew was an impostor. She was also able to control the Meditation Sphere Ship which was programmed to obey the strongest will; her powers overwhelming those of the Sith's and of the Jedi's attempts to control the Sphere. Described by Tahiri Veila as a living Force volcano, Abeloth's strength in the Force was a dozen times that of Luke Skywalker, who was widely recognized as the most powerful Force user in the galaxy. However, Skywalker was able to defeat her despite this.

Abeloth wielded exceptional telekinetic powers, using the Force to blast everyone away from her during her battle with the Sith and Jedi. She was able to resist the powers of a control web, and was also able to teleport herself from one place to another, a power which she also used during her battle with the Sith and Jedi. Abeloth was able to take on the physical appearances of beings that she had consumed, including Callista Ming and Dyon Stadd, and she was also able to project images of other beings, as she did when projecting an image of Callista while she herself took on the form of Stadd in an attempt to trick Luke Skywalker. Abeloth was able to redirect Vestara Khai's Force lightning back at her. She was also more than capable of using Force lightning herself, using it in multiple fights with the Sith and Luke Skywalker. Abeloth's sheer strength was extensive—after her mental duel with Vol, she released waves of Force energy on Tahv that caused the beings in her vicinity to implode, those farther away to be ripped to pieces, the buildings to melt to the ground, and glass and weaponry to fly through the city, looking for someone to hurt so that they could feel the pain she felt. Abeloth was capable of producing a Force-flash that could affect the visuals of ships in an entire star system. She was known to feed on fear and death. She was also capable of using the Fold space ability.

Abeloth was also able to possess or switch bodies—before Skywalker could kill her, she switched bodies with Stadd and took on Stadd's appearance, tricking the Jedi and Sith for several days into believing that she was dead. Later, she took over the body of the Fallanassi Akanah Norand Goss Pell, although Pell fought back. When she was again defeated by Skywalker, she left Pell's body and returned in the form of Callista soon after, and told Skywalker that she had more bodies than he could destroy. She was also capable of absorbing the consciousness of beings in order to further enhance her power, as Callista Ming's mind dwelled within Abeloth. However, Luke was able to use mnemotherapy to rip Callista Ming's soul free from Abeloth and allow her to rest in peace, severely weakening Abeloth in the process. She was later able to use her abilities to impersonate Rokari Kem and gain prominence on Coruscant. When Vol attempted to assassinate Kem, she beheaded the Grand Lord and forced High Lord Ivaar Workan to aide her in becoming Chief of State of the Galactic Alliance. Later, she also possessed Imperial Officer Lydea Pagorski, as part of a plan to help Natasi Daala gain power in the Imperial Remnant for her own purposes. However, her dependency on avatars was ultimately her greatest weakness: killing a significant amount of avatar bodies in her possession also resulting in her strength weakening rapidly to the point of death, which Luke ultimately utilized to deliver the finishing blow on Abeloth in their duel. Also, she preferred to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies failed to last for long before deteriorating.

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Abeloth's forceasting ability is Charisma (force save DC 23). Abeloth can innately cast

the following powers:

At will: coerce mind, sense force

3/day each: fear, force suppression, telekinesis

1/day each: telekinetic wave, force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZTY1ZGUzM2UyYTgy","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

If Abeloth fails a saving throw, she can choose to succeed instead.

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Abeloth has advantage on saving throws against force powers and effects.

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Abeloth's weapon attacks are enhanced.

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Abeloth has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

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.

Abeloth makes two tentacle attacks.

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Melee Weapon Attack +17, Reach 5 ft., One target. Hit : 28 (3d12+9) kinetic damage.

If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, they die and their essence is absorbed into Abeloth.

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.

Abeloth turns her will upon one creature she can see within 120 feet. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert it's attention to automatically succeed on the save. If the target does so, it can't see Abeloth until the start of its next turn. If the target again focuses on Abeloth in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Abeloth's choice or at random:

1. Beguiling Will. The target is stunned until the start of Abeloth's next turn.

2. Hypnotic Will. The target is charmed by Abeloth until the start of Abeloth's next turn. Abeloth chooses how the charmed target uses its actions, reactions, and movement. Because this effect requires Abeloth's strong effort, she can't use her Maddening Will legendary action until the start of her next turn.

3. Insane Will. The target suffers the effect of the confusion power without making a saving throw. The effect lasts until the start of Abeloth's next turn. Abeloth doesn't need to concentrate on the power.

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.

The spirit attacks once with Force Saber.

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Ranged Weapon Attack +17, Range 15 ft., One target. Hit : 20 (2d10+9) lightning damage plus 11 (2d10) necrotic damage

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.

Abeloth uses her Will action, and must choose either the Beguiling Will or the Insane Will effect.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The sage is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 40 force points.

The

sage knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump

2nd-level: battle meditation, force confusion, phasewalk

3rd-level: force suppression, sever force, telekinetic gust

4th-level: force immunity, freedom of movement

5th-level: improved battle meditation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Chewbacca

Chewbacca, known affectionately to his friends as Chewie, was a Wookiee warrior, smuggler, and resistance fighter who fought in the Clone Wars, the Galactic Civil War, and the conflict between the First Order and the Resistance. He hailed from the planet Kashyyyk and became a Wookiee military leader. During the Clone Wars, he was captured by Trandoshan slavers and held captive on Wasskah, but he worked with a fellow captive, Jedi Commander Ahsoka Tano, to escape. He later commanded Wookiee forces during the Battle of Kashyyyk alongside the Grand Army of the Republic, led by Jedi Master Yoda. During the battle, one of the last ones of the war, Yoda's clone troopers received Order 66 from Supreme Chancellor Palpatine and, with the help of Chewbacca and his fellow Wookiee Tarfful, Yoda escaped Kashyyyk and the destruction of the Jedi Order.

In the years that followed, during the rule of the Galactic Empire, Chewbacca was enslaved by the Empire, until he was rescued by Captain Han Solo aboard the Millennium Falcon and became his co-pilot. Together, they assisted Tobias Beckett in a coaxium run. They worked in the employ of crime lord Jabba Desilijic Tiure until Solo was forced to dump a shipment of spice to avoid trouble with the Empire, at which point a bounty was placed on their heads. Soon thereafter, Chewbacca and Solo were hired by Jedi Master Obi-Wan Kenobi to ferry him, Luke Skywalker, C-3PO, and R2-D2 to Alderaan on a mission vital to the survival of the Alliance to Restore the Republic. After finding Alderaan was destroyed, the group was brought aboard the Death Star, where they helped Princess Leia Organa escape from captivity and return to the Rebel base on Yavin 4. Though Chewbacca and Solo initially chose to leave Yavin 4 and not join the Rebellion, they ended up fighting in the Battle of Yavin and were instrumental in Skywalker's destruction of the Death Star, a major victory for the Rebellion.

Throughout the war, Chewbacca and Solo fought the Empire in a number of engagements, including an assault on Cymoon 1 and the battle on Vrogas Vas. Along with Princess Organa and C-3PO, they escaped from Echo Base on the planet Hoth after the Empire tracked the Rebel Alliance there. The group sought refuge with Lando Calrissian, an old friend of Solo's, on Cloud City, but Calrissian betrayed them and turned them over to Darth Vader, the Emperor's chief enforcer, after his city was threatened. Solo was frozen in carbonite and Calrissian helped the others escape, but they were too late to save the frozen Solo from being taken by Boba Fett to Jabba the Hutt. Chewbacca and Calrissian set off to find Solo and located him in Jabba's Palace on Tatooine, where Chewbacca and his friends saved Solo and destroyed Jabba. Shortly thereafter, they fought in the Battle of Endor, where Chewbacca helped destroy the shield generator and allowed the Alliance Fleet to destroy the DS-2 Death Star. The Emperor was killed for the first time aboard the battle station, delivering a crippling blow to the Empire.

After Endor and the rise of the New Republic, Chewbacca and Solo fought to liberate Kashyyyk from the Empire. When the war finally came to a close, Chewbacca returned home to Kashyyyk with his family. After Solo's son Ben, turned to the dark side and destroyed Skywalker's new generation of Jedi, Chewbacca reunited with his old friend and the two spent many years as smugglers once more. They lost the Millennium Falcon and ended up smuggling aboard a ship called the Eravana, but they eventually found the Falcon and, with it, stowaways named Rey, Finn, and the droid BB-8. The droid had part of a map that led to the exiled Luke Skywalker, so the group brought the map to the Resistance that opposed the First Order, which had risen from the ashes of the Galactic Empire. Chewbacca soon fought in the assault to destroy Starkiller Base, a devastating First Order superweapon, a conflict in which Solo lost his life at the hands of his son. After the base was destroyed, Chewbacca joined Rey in traveling to the planet Ahch-To on the Falcon, where they found Luke Skywalker. After Solo's death, Chewbacca often served as the sole pilot of the Falcon, including piloting the ship to aid the Resistance during the Battle of Crait.

Roughly a year after the battle of Crait, Chewbacca was one of the last of the Resistance. Having learned of the mysterious return of the Emperor, Chewbacca and the crew of the Falcon, now including Poe Dameron, traveled to the planets Pasaana and Kijimi to find a clue to how to find where the Emperor was hiding, being reunited with his friend Calrissian in the process. The quest nearly ended in Chewie's death, as Rey, having been revealed to be the Emperor's granddaughter through his son, lashed out with dark power during a fight with Kylo Ren and destroyed a First Order transport that she had thought Chewie had been loaded onto, seemingly killing him.

However, Chewie survived and was rescued by the Resistance as they continued the quest. Rey eventually found Exegol during a failed self-exile attempt to protect the galaxy from her becoming a Sith, and led the charge during the battle that ensued later on. Rey ultimately killed her malevolent grandfather with the help of the returned Ben Solo in the climax of the battle, while the Resistance, joined by the galaxy fleet, progressively overpowered the Sith fleet of essential Death Stars that the Emperor planned to unleash.

Having destroyed the Sith once and for all, the Resistance reveled in their victory, but also mourned their losses, including Leia, who had died of natural causes shortly after reaching out to her son and helping him turn back towards the light. Chewie was presumably not present on his beloved ship when Rey took it and BB-8 to bury the Skywalker lightsaber and Leia's own at the site of Luke's former home on Tatooine.

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

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If there is a hostile creature within 5ft of the YVH 1 its ranged attacks will not have disadvantage.

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The smuggler's speed isn’t a\u0000ected by carrying a grappled creature who is large or smaller.

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When the Smuggler fails a saving throw, she can choose to succeed instead.

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The smuggler can utilize its reaction to make an opportunity attack utilizing it's bowcaster against a creature that enters or leaves a 15ft radius of the smuggler.

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.

The smuggler makes three weapon attacks.

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 21 (3d10+5) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 15 (2d8+6) kinetic damage.

The target is grappled (escape DC 19).

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The smuggler tears apart a grappled opponent. A grappled creature must make a DC 19 Strength saving throw. On a failure, the creature takes 20 (4d8+6) kinetic damage and is stunned until the end of the smuggler's next turn. On a success, the creature takes normal unarmed strike damage.

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\"I see battle droids… and something else!\"

\"Perhaps the Geonosians have upgraded the battle droids. These may be more formidable.\"

- Jedi Siri Tachi and Adi Gallia

Manufacturer
  • Baktoid Combat Automata
  • Geonosis Industries
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine programming
Sensor colorRed
Plating color

Dull silver (can be camouflaged)

The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved the need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

Characteristics

One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. In some cases the weapons were replaced with a TriShot weapon system. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

History

Clone Wars

\"They've sent in the supers!\"

- Various clone troopers

The B2 was preceded by the lesser-used prototype beta version. Soon after the Invasion of Naboo, the Trade Federation was researching a new type of battle droid. Commandos from the Royal Naboo Security Forces seized the research facility and discovered the data about this new battle droid.

During their first deployment at the Kashyyyk Trade Rebellion in 28 BBY, the new B2 designs proved to be a match for the local Wookiee warriors.

Super battle droids saw use throughout the Clone Wars as soldiers for the Confederacy along with its smaller cousins and the dreaded droidekas. Most super battle droids wore an unpainted dull silver tone, likely to differentiate them from the tan coloration the Confederacy used for its standard battle droids, or perhaps due to varying manufacturers. On occasion, they would be painted with green markings for camouflage.

Some Super Battle Droids were used as scouts to observe the plains of Geonosis, mostly because of their brute strength and their ability to destroy modest ground targets. This pleased many of the local Geonosians affiliated with the CIS, thus sometimes using the B2s as \"spire guards.\"

The droids eventually were able to express certain emotions, though having catastrophic grammar. They possessed a more violent temperament than the B1 model, to the point they would even strike down allied units in order to quickly intercept enemy targets, as seen in the First Battle of Geonosis. As well as that, they were also considerably more durable and intelligent, capable of easily withstanding light blaster bolts.

Super battle droids were often retrofitted with adversarial specific parts. However, this method was introduced late in the war and had little effect on the outcome of the conflict. One known model change was the introduction of the grapple droid, which had heavier armor and a larger frame. This droid was programmed to be a close combat model able to receive primary lightsaber slashes and disable enemies through its electrified claws. Another specialized variant was involved in the release of the swamp gas toxin on Ohma-D'un. The D-60 assault droid, another variant, was used in the Battle of Cartao by CIS forces. two jetpack-equipped variants of the droid, the jump droid, and the rocket droid, were also developed. Other variants included super battle droids armed with various weapons, such as the Mortar Super Battle Droid, the Anti-Air Super Battle Droid, and the Repeater super battle droid. A more heavily armed and armored version was the Heavy super battle droid, and orray troopers were B2 droids armed with flamethrowers which rode orrays. These variants were produced at Geonosian troop centers.

During the third battle of Felucia, the Separatist deployed an experimental model of super battle droid. This model was the B2 Assault, which was an upgraded version of the preexisting B2-HA super droid. During the battle the CIS also deployed the B2 soldier, and this model of super battle droid was used to attack a Republic outpost staffed by Graul Company, and these units had green markings.

The B2 battle droid was designed by the Techno Union using the existing B1 design as a template. After prototypes were successfully tested, Count Dooku struck a deal with Poggle the Lesser, Archduke of Geonosis, to mass produce these droids.

Further orders were placed on worlds controlled by Baktoid and quadrillions of B2s were soon running off the assembly lines. Despite their advantages and ease of production, however, they were not manufactured as extensively as their inferior cousins, the B1s.

During the Clone Wars, B2s would become an important component of the Separatist Droid Army. They participated in most battles in that conflict including the Battle of Geonosis, Battle of Muunilinst, Battle of Coruscant, and Battle of Kashyyyk, and innumerable others throughout the galaxy. B2s were used as shooting range targets as part of the training of clone sharpshooters. A training model was used on Kamino for the training of Clone cadets.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, the B2s were deactivated.

Post-Clone Wars

A few years after Order 66, Gizor Dellso reactivated a droid factory on Mustafar. Among the reactivated production lines were a few lines that produced B2 battle droids, providing Dellso with an acceptable amount of B2's in his droid army.

After the Clone Wars, a few entrepreneurs found warehouses filled with the droids. Many were sold to gangs or major crime lords for enforcement. Others would be used by the various Separatist holdouts. Like some B1 battle droids, B2s were also used as guards inside the Death Watch bunker on Endor. Borvo the Hutt owned several super battle droids to defend his vault on Naboo.

During the Yuuzhan Vong's invasion of the galaxy, many B2 droids used by the Galactic Alliance made up a force known as the Orange Panthacs, which beat back an occupation force of Fire Breathers on Mantessa.

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

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The super battle droid makes two weapon attacks with its strike or wrist blaster.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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Once per turn when the dreadlord rolls damage for a weapon attack using a lightweapon it can reroll the weapon’s damage dice and use either total.

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When the dreadlord fails a saving throw, he can choose to succeed instead.

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The dreadlord is a 20th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 60 force points).

The dreadlord

knows the following force powers:

At-will: affect mind, burst, force disarm, force push/pull,

lightning charge, psyhcic charge, saber reflect, saber throw,

shock

1st level: force jump, force throw, hex, phase strike, slow

descent

2nd level: darkness, dark shear, phasewalk

3rd level: choke, dark aura, force lightning, force repulse,

knight speed, sever force

4th level: shocking shield

5th level: improved force scream, improved phase strike,

improved phase walk, telekinesis

6th level: crush, force lightning, rage

7th level: force lightning cone, ruin

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The dreadlord has advantage on saving throws against a force powers.

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Unless the damage from a single attack or effect exceeds 15 points, the dreadlord takes no damage from that attack. If the dreadlord takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The Dreadlord adds 7 to his AC against one melee attack that would hit him. To do so, the dreadlord must see the attacker and be wielding a melee weapon.

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The dreadlord can use his Frightful Presence. He then makes two martial lightsaber attacks and can chose to make 1 additional martial lightsaber attack or two offhand martial lightsaber attacks.

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Each creature of the dreadlord's choice that is within 90 feet of the dreadlord and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Dreadlord's Frightful Presence for the next 24 hours.

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Melee Weapon Attack +15, Reach 5 ft., One target. Hit : 26 (4d8+8) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 26 (4d8+8) energy damage

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The dreadlord moves up to his speed without provoking opportunity attacks.

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.

The dreadlord casts an at-will force power.

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.

The dreadlord makes one martial lightsaber attack.

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase Zero Dark Trooper

The Dark Trooper Phase Zero project was implemented in the early years of the Empire to deal with a shortage of experienced troops. To return veterans of the Clone Wars to peak condition, their limbs and organs were removed and replaced with cybernetics using much of the same technology used to transform Darth Vader into a cyborg. In some cases, over 70% of a clone's body was replaced. With their years of combat experience and cybernetic enhancements, the units that did make it onto the field were undeniably effective. However, as the subjects were forcibly recruited into the project, many Phase Zero Dark Troopers could not cope with the state of being more machine than man and attempted suicide. The project was eventually shut down as the Empire grew in power and the recruitment rate of non-clones rose.

A number of Dark Troopers served on battlefronts shortly before the Battle of Yavin. They were outfitted with Blast Cannons, SE-14r light repeating blasters, thermal detonators, ARC Casters, and Commando Pistols. They also had a jump pack.

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The Phase Zero Dark Trooper has disadvantage on saving throws against effects that would deal Ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZGEzZjkwZDRiNGU1","flags":{},"name":"Jump Pack (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","data":{"description":{"value":"

As a bonus action, the Phase Zero Dark Trooper can move double its movement speed, ignoring difficult terrain.

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.

The Phase Zero Dark Trooper makes two weapon attacks with its Vibro Baton, Shotgun or Blaster Carbine.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NjRjYWE5YjU4ZTg5","flags":{},"name":"Shotgun","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MzFhMzhlOGFlMzIy","flags":{},"name":"Blaster Carbine","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"MzlhNDBiZTNiYmQ4","flags":{},"name":"Blaster Volley (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","data":{"description":{"value":"

.

The Phase Zero Dark Trooper sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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.

The Dark Trooper throws a grenade choosing a point within 40 ft. Each creature within 10 ft. must make a DC 12 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000}]} -{"_id":"DkGV22AaN8BMzRpE","name":"Trandoshan Huntmaster","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"heavy combat suit, shield"},"hp":{"value":127,"min":0,"max":127,"temp":0,"tempmax":0,"formula":"17d8+51"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":127,"min":0,"max":127},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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Once per turn, the trandoshan can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trandoshan that isn't incapacitated.

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The trandoshan adds 3 to its AC against one melee attack that would hit it. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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The trandoshan makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelin.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage.

If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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For 1 minute, the trandoshan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the trandoshan. A creature can benefit from only one Leadership die at a time. This effect ends if the warlord is incapacitated.

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\"You can't take Her Royal Highness there! The Hutts are gangsters...\"

- Quarsh Panaka

DesignationSentient
Skin color

Black, blue, brown, gold, green, mottled brown, purple, tan, white (genetic defect), yellow

Eye colorBlue, gray, green, orange, turquoise, violet, yellow
Distinctions
  • 3 lungs
  • Slug-like
HomeworldNal Hutta
Language

Huttese

Hutts were a large slug-like sentient species who were native to the planet Nal Hutta. They were well known as galactic gangsters whose Grand Hutt Council controlled the Hutt Clan crime syndicate. One famous Hutt was the crime lord Jabba, who ruled a massive criminal empire from his palace on Tatooine.

Biology and appearance

Hutts were a massive slug-like species who had large mouths and stubby arms. They had three lungs. They were tough and muscular with thick leathery skin, which was wrinkled and slimy. Hutts often had watery eyes and slack facial expressions. Their tails were supported by a skeletal spine. Despite their legendary adult size, Hutts started out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries—Jabba was 604 when he was killed—and could grow to enormous sizes.

Hutts were not known for being healthy. Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

History

Pre–Clone Wars

For centuries, the Hutts dominated much of the organized criminal activities in the galaxy. They dominated the Twi'leks of Ryloth and the Nikto species for several centuries.

Clone Wars

During the Clone Wars, the Galactic Republic forged a tacit alliance with the crime lord Jabba Desilijic Tiure after the Jedi Anakin Skywalker and his Padawan Ahsoka Tano rescued his son Rotta. The Republic Senator Padmé Amidala also foiled a plot by Jabba's uncle Ziro to overthrow his nephew with the collusion of the Confederacy of Independent Systems.

Age of the Empire

The Hutts also had extensive dealings with the Galactic Empire and helped run several black-site prisons. During the Age of the Empire, the Hutts and other organized criminal groups exercised a powerful grip on the galaxy. Following the liberation of Akiva, the New Republic took steps to curtail the influence of the Hutts and other organized groups by introducing financial regulations and undertaking comprehensive patrols of the galactic shipping lanes. Still, the Hutts were able to exercise some influence over the Nikto species and their government.

Post–Galactic Civil War

\"The Hutts are in disarray.\"

- Rynscar

During the New Republic era, the Hutts lost much of their former power over the galactic underworld and were supplanted by Nikto crime cartels like Rinnrivin Di's cartel. The Hutts were disliked by both the Populists and the Centrists, the two main factions in the New Republic's Galactic Senate. Several Nikto like Rinnrivin admired Leia Organa for her role in killing Jabba and christened her \"Huttslayer.\"

Culture

Most Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.

Classical architectural Hutt style could be seen on the planet Mataou. It was characterized by terraced buildings with sloping gates, and white and red colors. Clothing was optional for Hutts, and some would use live Sha'rellian toops as hairpieces. Hutts liked to eat gorgs, slime pods and Klatooine paddy frogs, and were known to smoke hookah pipes. The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

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As a bonus action, Hutt Crime Lord can call out to a humanoid who can understand it that is charmed by it or frightened of it to direct their next action. The target must succeed on a Wisdom saving throw (DC 16). On a failed save, until the end of Hutt Crime Lord's next turn, the creature takes only the actions Hutt Crime Lord chooses, and doesn't do anything that it doesn't allow it to do. During this time Hutt Crime Lord can use its reaction to force the creature to use the creature's reaction.

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The Hutt's innate tech casting ability is intelligence (tech save DC 16). It can innately cast the following powers: At will: assess the situation 3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier 1/day: kolto cloud, tactical advantage

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Hutt Crime Lord may use a bonus action to call its allies towards it. It chooses a number of creatures that it can see within 60 feet of it equal to its Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards Hutt Crime Lord up to their movement speed. This movement does not provoke opportunity attacks.

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Hutt Crime Lord and all allies within 10 feet of it gain a bonus to their AC equal to half its Intelligence modifier (rounded down, included in Armor Class).

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Hutt Crime Lord has advantage on any attack against a creature that is charmed by it or frightened of it.

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When Hutt Crime Lord fails a saving throw, it can choose to succeed instead.

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When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

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The Hutt makes two slam attacks or two hold-out blaster attacks.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

The target must succeed on a Dexterity saving throw (DC 16) or become grappled.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

The target is knocked prone.

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Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

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Hutt Crime Lord can cast an innate tech power.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage.

Hutt Crime Lord makes one hold-out blaster attack.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

Hutt Crime Lord makes one tail attack.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 6 (2d4+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d10+1) kinetic damage

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The thug sprays a 10-foot-cube area within range of its shotgun. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

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\"They are called orbalisks. Creatures that feed on the power of the dark side.\"

- Darth Bane

DesignationNon-sentient
Skin color

Varying from specimen to specimen

Eye ColorGreen
DistinctionsLightsaber immune carapace

Homeworld
  • Dxun
  • Kintan

An orbalisk was a parasitic creature found on Dxun that lived in groups. They lay inactive in caves or other dark places, until they found a suitable host creature on whose skin they would attach themselves to in order to feed. Orbalisks, once attached to a host, would multiply and grow, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contained the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks were able to feed on the Force-sensitivity of darksiders. It was said that the orbalisk armor's durability was such that lightsabers had a hard time penetrating it, making a wearer basically immune to lightsaber attacks. The only weakness to this armor were the exposed joints at the neck and wrists, but these gaps were so small a lightsaber could only barely slice through. However, orbalisk armor was unable to protect the wearer from electricity, as Darth Bane discovered when he was attacked by Umbaran Shadow Assassins wielding Force pikes. However, the Orbalisks did offer some limited protection from the electrical shocks; despite being set to kill, the force pikes did not deliver a strong enough charge to subdue Bane. Orbalisks caused the wearer to feel pain, fueling the wearers dark side power and if they were removed or killed, they would release a highly potent toxin into the host's body.

History

\"They feel the power of the dark side within you.\"

- Darth Bane explains the orbalisks reaction to Zannah's touch.[src]

\"Orbalisk\" was a Nikto word, suggesting the creatures might have originated in Kintan. Orbalisks were poisonous to average beings, and caused extreme physical pain to their host. Darth Bane, however, was able to remain alive by allowing the orbalisks to feed off the dark side energy in his body. In turn, the orbalisks sent a constant massive surge of adrenaline and other enzymes into his bloodstream, increasing his already considerable physical strength and enabling him to draw on even more dark side energy. However, this cycle could cause Bane to go into a fit of mindless rage if he did not keep his anger under control. The orbalisks also released other chemicals that enabled Bane to heal almost instantly from virtually any wound, even those inflicted by a lightsaber. Because of their benefits to their host, the orbalisks in a sense shared a symbiotic rather than parasitic relationship with Bane.

Only electricity proved to be dangerous to the orbalisk and its host—if at a high enough voltage—although orbalisks attached to Darth Bane could harmlessly absorb over a million volts. When orbalisks died, they released toxins into the body of the host killing him/her within days or hours (depending on the strength of the individual).

Orbalisks could be removed from the host, but the task was both challenging and could potentially kill the host. The host had to be in very good health in order to even attempt it. The first crucial step to remove a living orbalisk was to send an electric jolt—powerful enough to stun the orbalisk but not harm its host—through its small underbelly, resulting in the orbalisk weakening the adhesive it used to bind itself onto the host. After the orbalisks were removed, they could be disposed of by electrocution. For a period of 10 years, Bane wore orbalisks that had attached themselves to him as living armor. In 990 BBY, Caleb removed many of the orbalisks covering Bane's body with such a method after many of the parasites were killed by the Sith Lord's own Force lightning in a duel against five Jedi. When the New Republic was founded nearly a millennium later, the Coruscant Livestock Exchange and Exhibition featured these creatures along with energy spiders and drochs in its arthropod exhibit.

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The orbalisk swarm can sense the presence and location of any dark side aligned creature within 300 feet.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny orbalisk. The swarm can't regain hit points or gain temporary hit points.

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The Orbalisk Swarm makes two Attach attacks while it is above half HP, and one attack while below.

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 13 (2d8+4) kinetic damage.

Aa small portion of the swarm attaches to the target. Once attached to a target, those orbalisks begin to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

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\"…But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn.\"

- Darth Traya

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Traya, Lord of Betrayal

Darth Traya, before her fall to the dark side, was a Jedi Master named Kreia. Kreia was very contemplative and philosophical. She was one of the many teachers who trained Revan, who later became an infamous Sith Lord and important figure in galactic history. Revan, along with his friend, Malak, led the crusade against the Mandalorians. Many of her other students succumbed to Revan's beliefs and joined him. Kreia was (wrongfully) blamed for Revan's actions, and was cast out of the Jedi Order. She questioned her beliefs and began searching for answers, meeting those she had affected through her teachings. Eventually, she came to Malachor V, a dead world, powerful in the dark side. She was curious, the Sith ruins drawing her in. She became overpowered with the allure of the dark side, and became Darth Traya, Lord of Betrayal, having been betrayed by the Jedi, and ready to betray in turn. She attained the title of headmistress of the Trayus Academy, able to hold any students willing to fight for the cause of the Sith: to destroy the Jedi.

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The Sith Betrayer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points.

The Betrayer knows the following force

powers:

At-will: affect mind, denounce, force push/pull, mind trick,

psychic charge, saber reflect

1st-level: breath control, force propel, hex, wound

2nd-level: battle meditation, beast trick, darkness, mind spike,

phasewalk

3rd-level: choke, force lightning, horror, plague, sever force

4th-level: dominate beast, force immunity, improved force

camouflage

5th-level: dominate mind, improved phasestrike, improved

phasewalk, telekinesis

6th-level: crush, force chain lightning, mass coerce mind

7th-level: force lightning cone, ruin

8th-level: death field, master force immunity

9th-level: force storm, master feedback

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The sith betrayer has advantage on Charisma (deception) checks.

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The sith has advantage on saving throws against force powers and effects.

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The sith betrayer cannot be detected using force powers.

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When it casts a power that allows it to force creatures in an area to make a saving throw, the sith can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

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When the sith is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

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When the sith betrayer reduces a creature to 0 hit points, it gains 6 force points, up to its maximum.

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The sith betrayer adds 6 to its AC and Constitution saving throws to maintain concentration on force powers.

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

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.

The sith betrayer makes three saber storm attacks, or it casts a power and makes a saber storm attack.

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Melee Weapon Attack +12, Reach 40 ft., One target. Hit : 19 (3d8+6) energy damage

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.

The sith betrayer targets a creature within 60 feet that can cast a force power and attempts to disrupt their ability to use the force. The target creature must succeed on a DC 20 Constitution saving throw. On a success, nothing happens. On a failure, the target creature is unable to cast force powers, and any attempt results in the power failing. Affected creatures can repeat the saving throw at the end of subsequent turns, ending the effect on a success.

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.

The sith betrayer casts an at-will power.

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.

The sith betrayer makes a saber storm attack.

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.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

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.

The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

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The Chosen One was the central figure in the Jedi prophecy that foretold the coming of the one destined to bring balance to the Force by destroying the Sith. The prophecy also affected the realm of Mortis, as the Father believed—in the event of his death—only the Chosen One had the strength to preserve balance between the Son and the Daughter. During the final years of the Galactic Republic, Jedi Master Qui-Gon Jinn discovered the Chosen One in the form of Anakin Skywalker, a human child enslaved on the planet Tatooine. Skywalker joined the Jedi Order and, during the Clone Wars, became an exceptionally powerful Jedi Knight before falling to the dark side of the Force. Adopting the identity of Darth Vader, Dark Lord of the Sith, he participated in the systematic purge that left the Jedi all but extinct.

Vader had a son, Luke Skywalker, however. Having lost the former Anakin Skywalker to the dark side, Obi-Wan Kenobi and Grand Master Yoda spent decades hiding in exile, awaiting the time when Luke was ready to be trained as a Jedi. Kenobi, who considered his fallen apprentice lost to the dark side, came to believe that Luke would fulfill the prophecy of the Chosen One. However, Luke endeavored to redeem his father, believing that there was still good within him. Moved by his son's compassion, Vader sacrificed his life to destroy his Sith Master, Emperor Palpatine of the Galactic Empire. The deaths of the last two Sith Lords rendered their order extinct. As a result, the Force was brought back into balance. With his destiny fulfilled, Anakin's spirit was reunited in death with his former mentors, Kenobi and Yoda.

","public":""},"alignment":"Chaotic Light","species":"","type":"humanoid (human)","environment":"","cr":22,"powerLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 20","languages":{"value":[],"custom":"Galactic Basic, Huttese, Binary"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":8,"passive":21,"prof":3,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"per":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","token":{"flags":{},"name":"Jedi Chosen One","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"E9K7RVzstt4SuUiK","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":210,"max":210},"bar2":{"value":22,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NmE2NzJmNWJlMmRm","flags":{},"name":"Reckless","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

At the start of its turn, the Chosen One can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OTljMjI4OTkxZDcx","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, the Chosen One adds his Charisma modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MGYwMDYyYzVlN2Nl","flags":{},"name":"Great Weapon Fighting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

The Chosen One can reroll a 1 or 2 on a damage die for a melee attack. The Chosen One must use the new roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NzBlYmM1MGRkNTFi","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

The Chosen One has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZjI3NjNkMzU4ZGJk","flags":{},"name":"Djem So (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

If the Chosen One successfully hits a creature with a melee attack, it can choose another creature within 5ft. of the original target and within the Chosen One's reach. That creature would then take 6 points of energy damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NTI4Mjc4ZDBlYTg2","flags":{},"name":"Combat Caster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

When the Chosen One uses his action to cast a power, he can use a bonus action to make a greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"OTE3ODY5MzRmMjQw","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

When the Chosen One fails a saving throw, he can choose to succeed instead.

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The Chosen One can deal an extra 12 (3d8) weapon damage when it hits with a melee attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NGY5MWFmNzVkNDQ4","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

The Chosen One is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 22, +14 to hit with force attacks, 53 force points).

The

Chosen One knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: stun, stun droid, sever force

3rd level: telekinetic storm, knight speed, choke

4th level: freedom of movement, force immunity, disable

droid, dominate beast

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"ZDdmYmE1YjI5NzFi","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NGUwOWEwMzQxMmY3","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Chosen One makes three greatsaber attacks.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 22 (3d10+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"YTNmMWI2ODQwOGVh","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

.

The Chosen One can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZTg5MTA1NGVkZGEx","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

.

The Chosen One can cast an at-will force power.

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.

The Chosen One makes one Greatsaber attack.

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.

The Chosen One can cast a force power by spending a number of legendary actions equal to the power level.

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\"We are the Emperor's Guard. We protect him. Kill for him. Die for him.\"

- Lassicar

Founder(s)Sith Emperor
Leader(s)

Tainor

HeadquartersImperial Citadel, Dromund Kaas
Location(s)
  • Dromund Kaas
  • Korriban
  • Yavin 4
  • Emperor's Fortress
Date founded4.980 - 3.959 BBY
Affiliation
  • Sith Empire
  • Sith Emperor's power base

The Imperial Guard, also known as the Emperor's Guard, the Sith Honour Guard and the Dark Honor Guard, was a force of elite warriors who served the Sith Emperor of the reconstituted Sith Empire as his personal protectors and enforcers. Founded sometime before 3959 BBY, the Guard was composed entirely of non-Force-sensitive individuals mentally bonded to the Emperor. As a result, each Guardsman was incredibly loyal to their master and willing to lay down their lives in the service of the Sith ruler, and even the members of the Empire's ruling Dark Council feared the Guard's prowess in combat. The warriors of the Imperial Guard were trained to use a wide variety of weapons and combat styles, making them more than a match for a single Jedi or Sith. The Guard carried out the Emperor's will on battlefields across the galaxy during the Great Galactic War, Cold War, and Galactic War with the Republic. Even with the knowledge that the Emperor sought to consume all life in the galaxy, the Guard remained loyal to their master, though they were unable to prevent the Order of Revan from invading the moon Yavin 4 and disturbing the Emperor's slumber there.

Organization and philosophy

\"Those who challenge the Imperial Guard challenge the Emperor himself.\"

- Commander Tainor

An elite group of soldiers chosen from among the ranks of the Imperial Military, the Imperial Guard was generally composed of members who lacked any degree of Force-sensitivity, though their candidates were chosen from among the Sith Empire's greatest non-Force-sensitive warriors. On rare occasions, Force-sensitives would be inducted into the organization, such as Guardsman Xarovit Tovar. Guardsmen were brought before the Sith Emperor and mentally linked to the Sith ruler. As a result, they were fanatically loyal to the Emperor and incapable of ever betraying him, becoming a vital part of his power base. The Guardsmen were perfectly willing to die for the Emperor, and carried out his every command without question. They were the protectors of the Sith Sanctum—the headquarters of the Sith Order—and the rest of the Imperial Citadel on the Empire's capital planet of Dromund Kaas, as well as the Sith Academy on the world Korriban, though they were also deployed wherever the Emperor required. The Empire's ruling Dark Council had no authority over or insight into the Guard's activities.

Equipment and training

\"I am a member of the Emperor's personal guard—as are the men under my command. The soldiers you face are specially trained to kill Jedi—and they outnumber you.\"

- Guardsman Lassicar

Members of the Imperial Guard were clad in armored robes of red and crested helmets, while they wielded a variety of different weapons as the situation required. Imperial Guardsmen would also don variations on the standard Imperial soldier's armor when harsh environments required it, though their stark white armor and red markings distinguished those Guardsmen from normal infantry. The primary weapon of a Guardsman was an electrostaff, though the Guardsmen were proficient enough with blaster rifles and other weaponry to be considered deadly opponents regardless of their weapon. The signal range 47.2 was used exclusively by members of the Imperial Guard, though their transmissions were largely encrypted.

The Emperor himself selected the locations of the Guard's academies, choosing worlds strong with the dark side of the Force so that he could exert his influence and form bonds with his future Guardsmen. Candidates underwent a merciless training regimen designed by elder Guardsmen, and their training included regularly-scheduled battles to the death among the initiates. Each Guardsman underwent an indoctrination process where they were brought before the Emperor and were made to submit to his will; a candidate named Iven resisted the process longer than any other in history, but when he finally broke, his mind also broke with him. If a candidate survived the ordeal, they emerged a incredibly-skilled killing machine bound to the Emperor's will. Guardsmen served for life; when a Guardsman reached the age where he or she was no longer suitable for active duty, they were appointed as training commandants for the next generation of Guardsmen, and the new recruits would eventually kill the teachers whose skills deteriorated in their old age. As an instructor at the Imperial Guard Academy on the moon Yavin 4, Commandant Iven had a candidate kill rate of over 80%.

The Guard also received intense training in martial arts, so that they were more than a match for both Jedi and Sith. Guardsman Lassicar personally executed six different Jedi and over two dozen Sith Lords throughout his career, as well as a highly trained team of agents from the Strategic Information Service—the Republic's covert intelligence agency. The reputation of the Guard was such that even the members of the Dark Council feared them, and throughout the Empire's history many Sith surrendered to the Guard rather than fight them when the Emperor's enforcers came to deliver their master's will. While the Guardsmen were not Force-sensitive, they could draw upon the Emperor's power to strengthen themselves if they were close enough to their master.

History

Protecting the Empire

\"What about Nyriss? What will the Emperor do to her?\"

\"She will be purged by the Imperial Guard. Along with her entire staff of followers.\"

- Scourge and Yarri

The Imperial Guard, also known as the Emperor's Guard or the Dark Honor Guard, were first created by the Sith Emperor sometime after the founding of the reconstituted Sith Empire in 4980 BBY, and by the year 3959 BBY the Guard were a common and feared sight on the Imperial capital of Dromund Kaas. Upon discovering the existence of the Empire, the Jedi Knights Revan and Malak attempted to infiltrate the Imperial Citadel and eliminate the Emperor, but the pair were unaware that the Guardsman whom they had convinced to help them was actually leading them into a trap. The Guardsman, a female Sith pureblood named Yarri, had already informed the Emperor of the forthcoming attack, and the Emperor easily defeated and corrupted the two Jedi when they confronted him, though Revan would later be redeemed by the Jedi Council.

In 3950 BBY, the Sith Lord Scourge alerted the Emperor to the existence of a conspiracy against him among the members of the Dark Council. As a result, the Emperor summoned the seven innocent members and two of the guilty Councilors to his chambers and killed them, while simultaneously dispatching the Imperial Guard to destroy the remaining three traitors and their power bases. The purge was utterly effective, as the highly trained Imperial Guard overran the defenses of the Councilors' estates and massacred everyone within—including Darth Nyriss and her two co-conspirators. Not long afterward, however, the Guard failed to stop Scourge, Revan, and Revan's allies Meetra Surik and T3-M4 from penetrating the heart of the Citadel, as the Sith Lord and the two powerful Jedi Masters caught the Guardsmen by surprise and battled their way into the Emperor's chambers. While the group's attack ultimately failed, it convinced the Emperor that he needed to take further precautions against death; he began to transfer his consciousness between host bodies, with the current host known as the Emperor's Voice.

After the spirit of the Sith Lord Naga Sadow was eliminated from Yavin 4 by the Emperor's agents around 3756 BBY, the Emperor took control of the moon, and the Guard established an academy there. The academy also served to protect the Temple of Sacrifice, a Sith structure that contained the Emperor's failsafe in case his Voice was slain. During the Great Galactic War with the Galactic Republic, the Imperial Guard continued to serve as protectors of the Imperial Citadel, and after the reclamation of Korriban from the Republic in 3681 BBY, the Guard became the Sith Academy's defenders as well. However, the Imperial Guard also oversaw the machinery and equipment in the depths of the Academy that the Emperor used to create his Children—individuals who were unknowing extensions of the Emperor's will— and the Guardsmen ensured that their master's plans were not interfered with.

Those Guardsmen who protected the Academy and the Dark Council's chambers there were known as the Dark Honor Guard, with Guardsmen such as the cyborg Naman Fal stationed there in the years after the Great War's end in 3653 BBY. Several Imperial Guardsmen also participated in the second Battle of Bothawui in 3671 BBY, where they fought alongside the Imperial Military under Grand Moff Zellos in an effort to destroy the deflector shield generator guarded by Jedi Master Belth Allusis and his small force of Republic defenders.

Waging war

\"It's extremely rare to see more than one at a time. As a unit, they've never been defeated and answer directly to the Emperor.\"

- General Aves

During the subsequent Cold War, the Guard continued to protect the Emperor and enforce his will, though as conflict began to break out again, members of the Guard were deployed across the galaxy to enact the Emperor's commands. During the galactic conflict, a number of Guardsmen were also Sith Lords; Xoc'dal, Xheoch Den, Djanistak, Chanigresh, Feldrax Kar, Toreshi Xach, Sendesh Xaq, and Doshcra Vael all wielded two lightsabers in combat and served as high-ranking commanders of Imperial forces throughout the galaxy. Several Guardsmen under the leadership of Lassicar were sent to the icy planet of Hoth around 3642 BBY in order to stop the Jedi Knight known as the Hero of Tython from recovering the plans for the Emperor's Fortress, though their initial efforts were foiled by the Knight and the soldiers of the Republic's 301st Infantry. The mission would end in failure when Lassicar and the remaining Guardsmen were killed in battle with the Knight in the ruins of the Star of Coruscant dreadnaught.

When the Knight boarded the Emperor's space station along with the rest of a Jedi strike team led by Master Tol Braga, Commander Trahg led his fellow Guardsmen and the Sithspawn known as Harrower assassins in a defense of the station. However, Trahg was killed along with many of his men by the Hero and the Jedi Knight Kira Carsen, and despite the efforts of the Guard, all of the Jedi reached the throne room—where the Emperor dominated their minds and corrupted them into his servants as he had done to Revan and Malak. The Hero broke free from the Emperor's control, however, and the Jedi was able to escape the station because the Guardsmen still believed the Knight to be a servant of the Emperor. As the Emperor orchestrated an Imperial assault on the Republic prison world of Belsavis, members of the Imperial Guard were sent on multiple missions to the planet. Commander Calum was ordered to retrieve the six Sith Lords known as the Dread Masters from their imprisonment, and Commander Vorel led an attempt to recover technology of the ancient Rakata species that had once inhabited the world.

The Imperial Guard also served in the Battle of Corellia, with Commander Tainor—the head of the Imperial Guard—directing his Guardsmen in aiding the Imperial offensive in the Axial Park district. General Hesker's forces aided Darth Decimus in the battle for Axial Park and the storming of the Enclave of Corellia's native Green Jedi, and Commander Jastal's forces battled the droid army of the Czerka Corporation in the Incorporation Islands district. Guardsmen Churnis and another Guardsmen were also assigned to Moff Alvon Zamar during his survey of Imperial resources on the Corellian battlefront, and several Guardsmen aided their Emperor's First Son and the Children of the Emperor in securing the fortress known as the Guardian Hold Four on Corellia.

Dozens of Guardsmen accompanied the Emperor to the Dark Temple on the outskirts of Dromund Kaas's Kaas City when the Hero of Tython embarked on a mission to confront the Sith ruler, and the warriors fought in vain to prevent the Jedi Knight from entering the Dark Temple. The Knight's companions engaged the Temple's defenders from multiple directions to draw them away from the Hero's path, though one of the attackers was pinned down in the access tunnels beneath the Temple until the Knight rescued them. Despite the Guard's efforts, the Emperor's Voice—his host body and the vessel for his consciousness and power in the Force—was struck down in battle, and the Emperor's essence retreated to Yavin 4. The commander of the academy there, Commandant Iven, was tasked by the Emperor and agents of the Emperor's Hand with the protection of the moon.

In the Emperor's absence

\"Invaders! Interlopers! This world is off limits! He told us from the start. Only the devoted! Only the purest! His orders, his command!\"

- A crazed Commandant Iven, after the Revanite invasion

The rogue Sith Lord Darth Malgus established his own New Imperial Guard when he declared his New Empire on Ilum shortly after the Emperor's defeat, choosing the Chagrian Chondrus Berani to lead his protectors. Some members of the New Guard wielded lightsabers in combat, unlike the true Imperial Guard, and the New Guard's armor featured darker hues and black markings to distinguish themselves from their counterparts in the Sith Empire. That insult, as well as Malgus' audacity to seize the Emperor's throne, drove the Imperial Guard to help battle the New Empire's forces on Ilum. However, the Guard gradually withdrew from Imperial affairs, and though it soon become public knowledge among the Empire's upper echelons that the Emperor sought to eradicate all life in the galaxy, the prospect of their death did not faze the Emperor's protectors.

Later in the war, the mad Force-user Revan and his fanatical Order of Revan invaded Yavin 4, as Revan sought to restore the Emperor to physical form in order to kill him permanently. The Guardsmen under Commandant Iven were nearly eradicated by the Revanite forces; the academy was left in ruins, and what little remained of Iven's sanity began to crumble in the face of his failure to prevent the Revanites from intruding on his master's sacred ground. A coalition of Imperial and Republic forces, united in their desire to prevent Revan from resurrecting the Emperor, discovered the academy and captured Iven, whose interrogation revealed the existent of a Sith artifact in the Temple of Sacrifice that could restore the Emperor's strength. By the year 3630 BBY, the Sith Empire maintained an \"Imperial Honor Guard,\" which repurposed both the name and the armor of the former Emperor's Imperial Guardsmen in the service of the Sith Empire.

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The Royal Guard Champion's innate forcecasting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

At will: enfeeble

2/day each: battle meditation, fear, battle precognition

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The Royal Guard Champion has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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As a bonus action, the Imperial Royal Guard Champion can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

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The Royal Guard Champion adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard Champion must see the attacker and be wielding a melee weapon.

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The Imperial Guard Champion makes one doublesword attack and one secondary doublesword attack, or one blaster pistol attack.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 4 (1d6+1) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 4 (1d8) kinetic damage

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Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone jetpack troopers were a variant of clone trooper trained for aerial combat, most commonly through the use of the JT-12 jetpack. They were armed with the BlasTech DC-15 blaster rifle, DC-15A blaster carbine and DC-17 hand blaster as well as missile launchers. Clone jetpack troopers were present during the First Battle of Geonosis as well as the Defense of Cato Neimoidia and Battle of Anaxes. The 501st Legion had Jetpack troopers within its ranks, the armor of the troopers was marked in blue to designate their unit affiliation. Following the execution of Order 66, the transformation of the Republic into the Empire and the phasing out of clones in favor of stormtroopers, the jetpack troopers were replaced by Jumptroopers.

History

At least one clone jetpack trooper participated in the First Battle of Geonosis, the first action of the Clone Wars, against the Separatist Droid Army. At least one squad of jet troopers from the 501st participated in the defense of Cato Neimoidia. Later, both jetpack troopers from the 501st and the 7th Sky Corps took part in the Battle of Anaxes. During the last major CIS offensive of the Clone Wars, the Battle of Coruscant, vacuum-suited jetpack troopers boarded enemy vessels to capture their bridges.

For general information about troopers, see Trooper

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Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NWYzYTczZDVjM2Ew","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The trooper makes two attacks, one with its blaster pistol and one with its wrist launcher.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YzQ2ZWFhODVhNjQz","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/044_-_Trooper_2C_Jump/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"NmY2ZWRmMWJkMGRi","flags":{},"name":"Wrist Launcher","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/044_-_Trooper_2C_Jump/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 6 (1d6+3) kinetic damage.

Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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\"TARIS: We received a dreadful welcome when T3 droids at the starport made off with our baggage.\"

- Trampeta's Star Guide, circa 4086 BBY

ManufacturerDuwani Mechanical Products
ClassUtility droid
Degree4th degree droid
Height
0,96 meters
Sensor color
  • Red
  • Blue
  • Yellow

The T3-series utility droid was a Utility droid produced by Duwani Mechanical Products at some point prior to the Great Droid Revolution. They remained popular for years to come and were still the most recent of a long line of physically identical models as of 3956 BBY. Earlier models in the same series included the 3C, IT, and T1 models. Designed to function as a maintenance droid for a variety of mechanical and electronic systems, the T3 was internally more advanced than its predecessors.

Characteristics

The T3 droid was originally designed for repair and general maintenance duties and worked at its optimum level aboard starships. As with other utility droids of the era, the T3 unit had four wheeled legs, of which the front two were attached to the droid's blocky chassis by rotating joints, allowing the droid to slide backwards and forwards to adjust the unit's height. The T3's roughly toroidal head featured a large main photoreceptor and two secondary ones, a broadcast antenna and vocabulator that allowed the droid to communicate in Droidspeak. Without periodic memory wipes, these models developed personality and behavioral traits. It was even known for some units to form gangs, making a living as thieves. Others sold their computer-slicing skills to criminals.

The sophisticated mechanical and computer training software loaded into the T3 utility droid allowed it to function in the capacity of an engineer or even a copilot aboard a starship, making it a favored purchase for traders and smugglers alike. One common modification was the addition of a starfighter interface package, allowing the droid to plug directly into a specialized slot on a starfighter, granting starfighter pilots the same benefit that transport pilots have come to expect from the T3. Though this after-market modification was not endorsed by Duwani, many fighter pilots insisted that their ships and droids receive these modifications on the grounds that they increase pilot survivability. Some custom T3 droids also had weapon mounts able to fit a number of readily available blaster pistols mounted in the droid, which was considered an unusual feature for a droid designed for everyday tasks. One of the most famous droids of this series was T3-M4, a prototype of an upgraded T3 unit Duwani introduced prior to the Jedi Civil War. During the time of the Galactic Alliance, what few T3 units remained in the galaxy were seldom found outside of private collections.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"N2VjZDU2N2I4NzA5","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","data":{"description":{"value":"

The technician droid is a 2nd-level techcaster. Its techcasting ability is Intelligence (spell save DC 12, +4 to hit with tech attacks). It has 10 tech points and knows the following tech powers: At-will: electroshock, encrypted message, mending, on/off 1st level: decryption program, energy shield, holographic disguise, repair droid, tracer bolt

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDhhMDAyZGNiNTAz","flags":{},"name":"Hold-Out","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +2, Range 30/120 ft., One target. Hit : 2 (1d4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} -{"_id":"ELZs55w5zMfljdtQ","name":"Snow Wampa","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":51,"min":0,"max":51,"temp":0,"tempmax":0,"formula":"6d10+18"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":51,"min":0,"max":51},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"The kid ran into something, and it wasn't just the cold.\"

- Han Solo, referring to Luke Skywalker's wampa attack

DesignationSemi-sentient
ClassificationReptomammal
Average height2,2-3 meters
Average mass150-200 kilograms
Hair color

White

Eye Color
  • Yellow
  • Black
Distinctions
  • Razor-sharp teeth
  • Razor-sharp claws
  • Curved horns
Homeworld
Hoth
HabitatSnow plains
Diet

Carnivorous

Wampa ice creatures were carnivorous predatory reptomammals indigenous to the remote Outer Rim Territories ice planet Hoth. The bipedal beasts stood over two meters in height with shaggy white fur constantly stained with the gore of slaughtered prey. Wampas were armed with jagged yellow teeth and deadly claws. Primarily solitary hunters, wampas occasionally hunted in packs, preferring to ambush their prey from the camouflage of Hoth's snow banks and blizzards. Stunned victims were carried back to the creatures' lairs, typically large ice caves, where the wampas ate at their leisure. The planet's omnivorous tauntauns formed the bulk of the wampas' prey, although they would attack anything they encountered. The Alliance to Restore the Republic's Echo Base on Hoth came under constant wampa assaults in 3 ABY.

While rarely seen away from their remote homeworld, wampas were known to have participated in illegal gladiatorial combat venues. They were highly valued among big-game hunters for the challenge that came with hunting the creatures, as well as for their pelts, stuffed heads, and other miscellaneous souvenirs that commanded high prices on the black market. Wampas were later protected under legislation to prevent endangered species from falling into extinction by the Galactic Federation of Free Alliances.

Biology and appearance

\"You're talking about a predator two and a half meters tall, sometimes weighing two hundred kilograms or more, with razor-sharp teeth and claws. They're singularly vicious creatures.\"

- Vesto Slipher, InterGalactic Banking Clan[src]

Covered with shaggy white fur, standing at heights of up to three meters, and weighing an average of 150 kilograms, Hoth's wampa ice creatures were lethal predatory beasts. They possessed long, powerful arms, razor-sharp claws capable of carving layers out of ice, and a fanged maw. Aided by an acute sense of smell and a well-camouflaged coat of thick fur, the carnivorous wampas roamed Hoth's icy plains preying on near-helpless animals. Wampas ranged in height from 2.2 to three meters, with an average height of 2.5 meters, weighed up to and occasionally exceeding 200 kilograms, and had eerie yellow eyes. Adult wampas possessed short, jagged, curving horns, which were an indication of age. The horns began to appear at the onset of puberty and continued to grow larger as the wampa aged. Wampas' horns were similar to those of Hoth's native tauntauns, though the two species were entirely unrelated. Wampas had a single heart within their thoracic cavity.

Wampas were classified officially as reptomammals, creatures combining the best defensive characteristics of reptiles with the more adaptable physiologies of mammals—specifically, they were linked to primates. The wampa physiology was well adapted to conserving heat in the extreme cold. Beneath their protective fur was a layer of blubber for greater insulation. They were also physiologically equipped with a self-regulating metabolism. Wampas comprised 11 percent of Hoth's total indigenous animal population.

The wampa reigned at the top of the Hoth food chain as the planet's most violent alpha predator. With their strong sense of smell, coat of thick white fur, which blended in perfectly with the icy landscape of Hoth, and brute strength, wampas made excellent natural hunters. A single powerful blow from a wampa's forearm was enough to neutralize the largest prey, while the creature's bite was deadly. Very rarely were wampas themselves the victims of predators—in fact, the creatures had no natural enemies except for other wampas. Wampas typically traveled on two or four legs, preferring four except during an attack. The creatures stalked their prey until reaching close enough proximity to make a rush attack. A wampa would take a final sighting of its target by rising on its hind legs and then springing forward in a deadly pounce with claws outstretched.

In terms of the creature's diet, wampas subsisted primarily on Hoth's many varieties of omnivorous tauntauns, although they also hunted lumbering icetromper herd beasts, antlered mammals called rayboo, and other, smaller unwary creatures—as well as attacking anyone or anything else they encountered that might seem to be a source of food if particularly hungry. The powerful wampa required large amounts of food to sustain itself, and a single tauntaun was enough to nourish one wampa for a considerable period. Wampa family groups, in particular, required a substantial supply of meat, since a female wampa could birth up to three cubs at once. However, the competition among wampas for Hoth's relatively small number of prey animals formed a limit to the numbers of the creatures existing on Hoth, keeping the wampa relatively scarce.

Wampas were particularly sensitive to high-pitched noises,[3] sounds that were similar to those made by a female in search of a mate. While wampas were naturally well-insulated against the Hoth elements, as a result of their dense fur, they were made almost invisible to[19] most standard life-form sensor scans, which is how they managed to avoid detection by Republic xeno-biologists for so long.

Wampas were even said to possess, at least in one case, the capacity to retain long-term memory. During the Rebel Alliance occupation of Hoth during the Galactic Civil War, Jedi Luke Skywalker was attacked by a wampa while patrolling the planet's ice wastes, but he escaped the creature's clutches after slicing off its arm with his lightsaber. Almost a decade later, during a return visit to Hoth, Skywalker re-encountered the same wampa whose arm he severed years before. Skywalker claimed that the one-armed beast remembered both him and his lightsaber.

One male wampa, named Ku-Kak, had a rare, natural affinity for the Force. Another, the giant wampa Unkajo, towered at a height much greater than the species' average height of 2.5 meters. Still another giant wampa creature, larger than ordinary wampas, lived on Hoth during the early portion of the Galactic Civil War. This giant wampa possessed a freezing breath as a natural weapon.

Subspecies

Subspecies of wampa were found on other worlds, clearly transplanted there from Hoth, though scientists were unable to determine the exact method by which this occurred. These subspecies included the cliff wampa, a beast bioengineered by the Galactic Empire and used as a sentinel on the rocky Outer Rim Territories moon of Gall, and the swamp wampa of Dromund Kaas.

Swamp wampas were identical to the Hoth wampa in almost every way, prompting scientists to theorize that they were directly descended from them. Though the exact nature of the swamp wampa's development was unclear, it nevertheless indicated a strong adaptability of the wampa species. There also existed Tatooine Howlers, colloquially named \"desert wampas\" for their strong resemblance to wampas. Although their appearance, with heavy fur and tusks, was similar, genetic testing proved no relation between the Howler and the wampa.

Behavior and intelligence

\"We thought they were dumb brutes—all teeth and claws, and no brains—but we were wrong.\"

Burrk, a former stormtrooper turned big-game hunter

Hunting patterns and ice cave habitat

\"The lair was a foul place. I could smell the blood and entrails in the snow.\"

- Unattributed

Wampas were typically solitary hunters. They wandered the frozen wastelands of Hoth in search of food, often stalking their prey for some time before finally taking the victim by stealth and surprise due to their natural white-fur camouflage. Wampas hunted both by day and, at shorter range, during Hoth's bitterly cold night. Although the tauntaun, a wampa's primary source of food, was relatively plentiful on Hoth, the scarcity of available wildlife on the planet meant that a single wampa had to cover a territory of more than a hundred kilometers when seeking prey. However, wampas learned to adapt to this necessity. They emitted a very faint scent, preventing tauntauns from detecting a wampa's approach. Their white fur, blending perfectly with their environment, enabled wampas to attack their prey without prior detection. As such, wampas rarely engaged in extended chases. Icetrompers, however, proved something of an exception—their multiple set of eyes made sneaking up on the giant herd beasts a difficult proposition for even the stealthiest wampas.

The comfort zone for a wampa seeking prey was limited to Hoth's frozen plains and the cooler regions of the planet's subterranean caves. Often, Hoth's scaly tauntauns would gather among warmer cave areas heated by bubbling pools as a defensive measure, areas that wampas found to be uncomfortably hot. Nevertheless, if hungry enough, wampas were known to ignore their extreme discomfort by venturing deep into these cave systems at night and during Hoth's blizzards. They would utilize cunning methods to draw the scaly tauntauns out of their sanctuaries, sometimes rushing into the heated areas to scare their prey out into the cold where they might be cornered. Other times, wampas would simply stalk their prey by waiting in the colder regions between these heated tunnels until the tauntauns ran from one tunnel to another.

Wampas rarely killed their prey outright and never hunted when they were hungry. Because they preferred fresh meat, wampas instead always tried to stun their prey, keeping their victims unconscious, but alive, until ready to feed. After disabling their prey, wampas hauled the still-breathing victims back to their cave dwellings and, through different methods, secured them in the ice for later consumption. For some, wampas used their hot breath to melt the ice around a victim's legs and then coated parts of the body in saliva, placing them against the ice ceiling of their caves so they would freeze in place. The saliva also served as an anesthetic in the victims, which helped to keep prey comatose until the wampa was ready to eat. Alternatively, for larger creatures, such as the tauntaun, wampas frequently impaled them through the ankles on overhanging icicles or stalactites to keep them immobile. At times, several fresh victims were stored in this manner.

Hanging their still-living victims from the cave's ice ceiling allowed wampas to keep their food in good condition and then snack at their leisure—tales existed of victims taking some days to die as the wampa slowly devoured them. This storage method also allowed wampas to return to the ice fields to continue hunting while the hostile Hoth weather held. Wampa lairs often housed huge amounts of food, a testament to how deadly a single beast could be.

The creatures typically made their homes in one or more ice caverns, created by digging out a huge lair beneath Hoth's ice surface large enough to nest and store food in. Still, wampas rarely wasted their own energy hollowing out their own caves. Instead, they usually found a pre-existing lair or former tauntaun-dug site to occupy, sometimes ejecting the original inhabitant. Wampas would also sometimes make enlargements to these caves, especially when raising young. Nesting wampas typically shed their guard fur, which was gathered and used to line their caverns with, though opinion was divided among zoologists whether this actually amounted to intelligent behavior or merely animal instinct. The dense guard fur lining made wampa caves almost invisible to standard scans.

Wampas, solitary by nature, were nomadic in the sense that they rarely stayed in one cave for very long, unless they were with young. They regularly relocated to new lairs both out of the need to follow migrating tauntaun herds, and of the necessity to find cleaner dwellings. Wampas, males in particular, were remarkably messy animals, and their caves were constantly scattered with half-eaten corpses, decomposing entrails, and other bloody, rotting remains. Even nursing females, aside from their fur-lined nests in which cubs were born, lived in gore-filled caves. This rotting mess quickly made wampa caves uninhabitable, forcing the creatures to find new abodes.

Reproduction method and societal characteristics

\"They worked together, in coordinated attacks, probably to defend themselves from what they perceived as an invasion of their territory.\"

- Rebel Alliance historian Voren Na'al

Wampas mated during the warmer months of the Hoth yearly cycle, during which time they gathered in regions where game was plentiful, to search for companionship. While the females remained together and waited, the males would go off in search of prey. After making a kill, the male wampa would commonly smear the blood of his victim across his chest and return with the dead animal to show the females, thus demonstrating his ability to care for a mate. Sometimes the males would spar with one another for a particular female's companionship. The winners of these bouts chose their preferred mates. They were then considered the alpha males of that region until the following mating season.

In terms of their reproduction methods, wampas could be considered marsupials. Their cubs were born live, but very underdeveloped, closely resembling a miniature worm small enough to fit on a caf spoon. After mating, female wampas would birth up to three cubs per litter. These infants, after birth, would crawl to their mothers' pouches, where they nursed, grew, and developed over a period of roughly three months—after which time they left the pouch with a full set of teeth, needle-sharp claws, and an innate attitude of invincibility. Mothers would produce milk to nurse their young until the cubs were able to sustain themselves on meat alone. Wampa mothers were extremely protective of their offspring, and during the nursing period even males didn't risk the consequences of coming between a mother and her cubs. As they grew, young wampas were taught how to hunt, survive in the cold, and how to care for game from their mothers and fathers.

Wampas were extremely territorial creatures, fiercely guarding their hunting grounds against any invaders to their domain, and often engaging in bouts to the death with other wampas encroaching on their land. The scarcity of Hoth's wildlife meant that a single wampa required a large hunting ground in order to survive, which was believed to be the primary reason why the creatures lived alone or in small family-based groups. Because of the substantial amounts of food required to sustain a wampa, they often extended their territory over enormous areas. Upon reaching maturity, younger wampas set out to claim territory of their own, competing with other wampas, including members of their own family, for territorial control, which contributed to keeping the species relatively scarce.

Despite the cutthroat intra-family competition that existed among wampas for territorial control, the creatures nevertheless possessed a strong affinity for kinship. Galactic scientists discovered that wampas were very protective of their own and mourned their dead with great intensity. In the instance one was slain, the creatures would fly into destructive rages directed at the killer. If the death was natural, wampas would instead vent their rage on their surroundings, sometimes smashing cave walls or ripping apart anyone or anything within reach. Reports told of some wampas, in their bouts of hysteria, unwittingly causing avalanches and underground cave-ins, causing only more deaths. When the grieving wampas' energy finally subsided, they would bury their dead in the snow, keeping guard over it for several days to make sure nothing ate the remains. If a wampa was injured, the rest of its pack would band together to repel the threat.

Although they primarily hunted alone, some wampas occasionally hunted in packs, banding together to attack a threat to the local wampa community, such as a Human settlement. During the Cold War, for example, amidst the combined Galactic Republic–Sith Empire occupation of Hoth, many wampas of all ages gathered in different series of subterranean ice caves. Many years later, during the Galactic Civil War, the Rebel Alliance occupation of Hoth drove many wampas to convene in and inhabit a large secluded valley surrounded by rocks and ice. The valley floor was littered with the remains of creatures who ventured into the wampas' home, never to escape. Outside of mating season, however, the detection of a common threat was the only time wampas grouped together. By coordinating their hunting actions, wampas demonstrated a rudimentary level of intelligence and cunning, particularly in the capability to scout and determine their enemies' location and strength before formulating an attack. The wampas' aptitude for massively coordinated attacks made the species one of the most cunning killers in the galaxy. However, despite wampas demonstrating some intelligence and social development, most respected scientists nevertheless doubted the species' sentience.

Wampas were capable of emitting a terrifying hunting roar that could compete with Hoth's howling winds. Their howl was one of their greatest natural gifts, for it could blend in almost imperceptibly with the winds. Only the creatures themselves could tell the two sounds apart. Thus, the howl provided wampas with a highly efficient form of communication that often proved lethal to disoriented prey. In one unique instance, the Force-sensitive wampa Ku-Kak was trained to naturally understand the Chevin.

During the Republic occupation of Hoth in the Cold War, a group of Talz established a supply cache in a large cave that many wampas had overrun. However, the wampas within the cave did not show hostility toward the Talz, a species of white-furred beings from the frozen planet Alzoc III, due to the physical similarities between the two, for the wampas believed themselves and the Talz to be one and the same.

History

\"Hey! Steady, girl. Hey, what's the matter? You smell something?\"

- Luke Skywalker calms his nervous tauntaun before a wampa attack

Cold War encounters

\"How many wampa-filled ice caves are you willing to search through?\"

- Smuggler \"Guss\" Tuno

Wampas roamed Hoth's frozen surface as early as 3643 BBY, during the final years of the Cold War between the Galactic Republic and the Sith Empire. Prior conflict in the Hoth system between the two sides left the planet a graveyard of downed starship wreckage, which attracted salvaging pirates and, eventually, both the Republic and the Empire to return to reclaim their war machines, bringing with them renewed hostilities to Hoth's surface—and encounters by all with the planet's native ice creatures.

Hoth's alpha predators proved a surprisingly intelligent peril to the planet's newcomers, especially unwary travelers wandering too close to unexplored ice caves. Multiple combat patrols disappeared after seeking shelter in a cavern thought to be unoccupied. Horror stories of men swallowed whole by towering wampa ice creatures made the rounds among new arrivals to Hoth. According to reports during that era, wampas numbered among some of Hoth's most hostile wildlife to call the Clabburn Tundra home during the war. Disturbed by the occupiers' encroachment on their habitat, wampas preyed on entire squads of soldiers. Wampas also roamed among Hoth's Whiterock Wastes, Highmount Ridge, and Glacial Fissure areas.

The Hailstorm Brotherhood, a radical tribe of wilderness survivalists, were one of several pirate groups to gain purchase on Hoth. Republic forces on the planet first learned of the brotherhood from scouts who, while investigating a massive ice spire sculpture that the pirates had erected, reported encounters with half-naked warriors wearing wampa furs as they charged into combat. Master Sav, leader of the brotherhood, was once stranded and left for dead in wampa territory by Imperial forces, only to strangle one of the beasts with a tauntaun femur and skin it with one of its own claws, eventually making his way back to safety three weeks later. Sav's wampa ordeal made him a legend among his pirate brethren.

During the war Shai Tenna, a Weequay leader of the White Maw pirate organization, ran a sizable pleasure den within Hoth's Highmount Ridge, connected to which was an ice cave in which Tenna had trapped more than two dozen wampas of all ages as his \"pets.\" After the Republic's Havoc Squad, sent to Hoth on a mission to acquire one of the Empire's enigmatic Umbra encrypters, made a failed attempt to infiltrate Tenna's group, the Weequay pirate had them thrown into the cave to be fed to the wampas. However, Havoc Squad fought its way through the wampa onslaught, defeating the creatures and making it out of the cave to freedom.

While seeking refuge from Hoth's brutal elements, a Republic Talz commando unit and a group of wounded Republic soldiers fell under attack from wampas in their area. The Talz escaped from the attacking beasts, but the wampas dragged the Republic soldiers back to their den. At the behest of Kuthak, one of the Talz commandos, a Republic agent located the wampas' den, defeated the beasts inside, and rescued the wounded Republic soldiers from the wampas' clutches. To ensure no Republic soldier met the same fate again, the agent proceeded to kill the remaining wampas in the cave.

Wampas again attacked a Republic reconnaissance squad that was investigating nearby caves and the took the scout team back to their den. Concerned both for his missing men and whatever may have attacked them as a looming threat to other Republic forces on Hoth, Gavon Kroan assigned a Republic agent to help the scouts. The agent successfully rescued the Republic scout team from the wampa den.

A legendary wampa called the White Terror prowled Hoth's wastes during the Cold War, stalking whatever prey the conflict brought its way. While hunting for food, the White Terror once encountered the Jedi Kaiya Stas, who recognized that the wampa's path was taking it straight toward a colony of Ortolans. The White Terror wounded Stas in a failed attempt to stop the creature's approach. She later asked a Republic agent to destroy the wampa, warning that if the creature discovered a convenient source of food in the Ortolans, it would not stop its rampage until it wiped out the entire colony. The agent found the White Terror in the same den where wampas had previously taken the team of Republic scouts, and drew the wampa out from its lair by activating a sonic agitator. The agent then killed the White Terror, saving the Ortolan colonists.

One of the Sith's weapons on Hoth during the war centered on a Beast-Lord of the planet Onderon named Brutann, whose mastery of the dark side of the Force enabled him to control Hoth's most vicious predators, including the wampa. Brutann gathered an army of Hoth beasts aimed to destroy the Republic forces on the planet. Tasked by Jedi Master Heljus and his Padawan learner, Elsor, to stop Brutann, a Republic agent traveled to the Jagged Plains Cavern, where the agent defeated the Beast-Lord and his Force-dominated wampa, among other creatures.

Another group operating on Hoth, a collection of ex-Mandalorians called the Terror Brigade, became known among the Republic forces for their efforts to find new and wild combat thrills, which included wrestling wampas. The Terror Brigade captured Imperial Moff Yoren and offered to hand him over to the Republic on the condition that someone could survive their so-called \"Onslaught,\" a series of combat trials against progressively powerful opponents, both animal and humanoid. A Republic agent undertook the task of going up against the Onslaught within their compound, battling and defeating the Terror Brigade and the wampas they kept as part of the trial, among other combatants. In the challenge's final trial, the agent engaged in an extended battle with a large wampa named Ujooku, killing the beast and defeating the Onslaught.

In another wampa assault, the Imperial Agent \"Cipher Nine\" journeyed to a large cave system in the Hoth glacial fissure known as the Bone Pits on a mission in conjunction with the Imperial-allied Chiss to perform surveillance on the rogue Imperial Admiral Layek Davos, who was meeting secretly with a group of pirates for his own ends. Cipher Nine found the Bone Pits to be filled with nearly two dozen adult wampas clustered in the cave. Cipher Nine's spying of Davos's meeting with the pirates was interrupted when two of the beasts suddenly charged the agent's position, but Cipher Nine defeated both wampas. The agent proceeded to complete the surveillance mission and eliminate the largest wampas still remaining in the cave, before then slipping back out.

A number of Republic Talz set up a supply cache of ordnance, food, and medical equipment within the Ice Behemoth Cave, which was also overrun by many wampas both young and old. The wampas inhabiting the cave, however, displayed no aggression toward their Talz occupiers, believing the white-furred aliens to be wampas themselves as a result of the species' shared physical attributes. Upon discovering the site of the Talz supply cache, Imperial Commander Tritan tasked a group of agents with destroying their supplies in order to force the aliens into an assault, in which they could be destroyed. However, Tritan warned the agents of the danger in reaching the cache among the wampa cave and suggested that they not weigh themselves down when going against the ice creatures. The agents proceeded to kill many of the wampas en route to destroying the Talz cache.

During the Battle of Hoth in the Great Galactic War, which precipitated further conflict on the planet during the Cold War, the Empire lost an ancient Sith holocron thought to be destroyed, but which resurfaced years later in Hoth's starship graveyard, within the den of a hulking wampa. In a mission managed by Imperial Captain Kanen, an Imperial agent entered the den and recovered the holocron from the wampa after killing the creature.

An Imperial engineer named Soleks could not complete a mission to set up warning beacons around a massive Hoth sinkhole in the Clabburn Tundra because his work area turned out to be a wampa hunting ground, driving him away. Soleks instead handed the duty off to an Imperial agent, who cleared the Clabburn Tundra area of wampas and successfully installed the warning beacons. Wampas also mauled a response team sent by Imperial Captain Viatar to stop Republic sappers from destabilizing the icy foundations of an Imperial garrison on the planet.

Around 3639 BBY, several wampas were affected by a Seed of Rage, a Sith alchemical artifact planted in the northern reaches of the Glacial Fissure region, and they underwent significant physical changes. The infected wampas developed grey-black growths on their bodies, while their eyes turned red and their fur became black and gray.

Kyrisa, wampa master

\"I thought they only hunted when they were hungry?\"

\"They do what that Nightsister trains them to do.\"

- Imperial Security Bureau Captain Jeffren Brek's team discusses Kyrisa's trained wampas

Circa early 2 ABY, the Force-sensitive Dathomiri Nightsister Kyrisa took refuge on Hoth after being exiled from her homeworld of Dathomir. Kyrisa, strong in the Force power of beast mastery, soon gained command of a pack of the ice planet's native wampas through mind control. Cut off from her home and her family on Dathomir, Kyrisa depended on one of her wampas for physical and emotional warmth. Aside from beast control, Kyrisa also dabbled in genetic engineering, through which she eventually produced a gigantic wampa of unnatural size, Unkajo.

Kyrisa used her mind-controlled wampas to devastate nearby installations and to steal supplies. However, as complete control as Kyrisa had over her pack of wampas, her beast mastery quickly attracted the attention of both the Galactic Empire and Jedi sympathetic to the Rebel Alliance, who hoped to either harness her knowledge or remove Kyrisa as a threat to Hoth's local population.

Imperial Intelligence leader \"Blackhole\" had his own ideas how to employ Kyrisa's beast mastery and dispatched a team of Imperial Security Bureau agents, led by Captain Jeffren Brek, to capture her. During their search for Kyrisa on Hoth, Brek's team encountered two of the Nightsister's trained wampas, as well as the giant wampa Unkajo, who towered over its smaller brethren, prompting a skirmish between the Imperials and Kyrisa's beasts. Brek's team killed both of the two smaller wampas, before hamstringing and, as they believed, finally killing Unkajo as well, although the wampas knocked at least one of Brek's men out cold. After the skirmish, the Imperial agents collected the wampas' teeth and claws as souvenirs.

Only moments later, Kyrisa herself appeared before the Imperial agents, surrounded by another pack of obedient wampas, like an army of trained soldiers. Enraged at the loss of Unkajo, Kyrisa ordered the wampas to kill the Imperial team. However, the second battle turned out little different than the previous, with many more of the trained wampas being slain, before Kyrisa slipped away, with the surviving wampas of her group covering her escape.

Simultaneous with the Imperial mission, the Twi'lek Jedi Knight Rachi Sitra, along with another Rebel agent, embarked on her own mission to capture the dangerous Kyrisa from Hoth. At some point, Sitra ran into one of Kyrisa's trained wampas as well, although her combat skills served her well in the fight with the attacking beast. The Rebel agent party to Sitra also encountered Kyrisa herself and two of the exiled Nightsister's trained wampas. Enraged at the Rebel agent for having previously killed another of her bioengineered beasts, Kyrisa ordered the two wampas under her command to kill the agent. The two wampas, well-trained, fought to the death to defend their master, but the Rebel agent eventually won the battle and drove Kyrisa away for the time being.

Ultimately, the Dark Side Adept Namman Cha convinced Kyrisa to join him in service of Emperor Palpatine. He, too, however, had his own bout with Kyrisa's wampas while searching for her on Hoth before enlisting her as the Emperor's newest prize.

The attack on Echo Base

\"Had we remained longer on that frozen world, I have no doubt we would have had more nights filled with their horror.\"

- Voren Na'al

The Rebel Alliance established its secret headquarters on Hoth during the Galactic Civil War following the Battle of Yavin, in a series of ice caves that came to be known as Echo Base. Hoth's wampas soon enough became a serious threat to the Rebels, repeatedly attacking the base and its personnel.

During a bivouac while scouting the expanses of Hoth shortly after the final construction of Echo Base was completed, Rebel Major Kem Monnon, head of the Alliance Corps of Engineers responsible for the base's construction, and an outfit of men heard the howls of wampas in the night—one of the first encounters, albeit indirect, between the creatures and the Rebels of Echo Base.

The Alliance Survey Team Theta at some point found on Hoth the personal logs of a smuggler named Jonox Forb, who inhabited the naturally formed ice caves before their conversion into Echo Base. Although the fate of Forb's smuggling band remained unclear, the Rebel survey team reportedly recovered the logs from an abandoned wampa lair. The content of Forb's logs were not publicly revealed until the release of former Echo Base General Carlist Rieekan's personal historical records, which detailed the Rebellion's time spent on Hoth, during the later years of the New Republic.

As a measure of security, the Rebel Alliance's Standard Operating Procedure at Echo Base included scouting the barren wastes surrounding the facility. Initially, the Rebels detected only passive lifeforms, and there seemed to be very little danger on the remote ice planet. The first sign the Rebels saw that they were not alone was the discovery of a dead tauntaun just outside the base. When the dead animal was brought before 2-1B, the base's chief medical droid, he determined that the tauntaun's neck had been snapped. Knowing how strong the stubborn animals were, the base's personnel found the thought that some creature was strong enough to do such damage more than frightening. 2-1B also assisted in an Echo Base investigation that led to the discovery and capture of several wampas from a nearby cave.

Soon thereafter, Luke Skywalker and Han Solo were on a routine mission to place sensor beacons around the perimeter of the base. Solo informed Skywalker that he had encountered an animal carcass, which he believed to be a recent wampa kill, and urged Skywalker to be on guard before he headed back to Echo Base. Solo later told base personnel that he had discovered some wampa kills out in the snow. Skywalker, however, failed to report in from his scouting work, as he was attacked by a male wampa while astride his tauntaun. The wampa landed a crushing blow to Skywalker's face with a swipe of its powerful claw, knocking him unconscious and opening up a gash on the side of his face. His tauntaun was killed instantly with a crushing grip that snapped its neck. When Skywalker awoke, he found himself hanging upside down, his feet frozen to the ceiling of the creature's cave, and another wampa eating the corpse of his mount. Skywalker was able to escape the cave using the Force to pull his lightsaber into his hands, cutting himself down from the ceiling, then cutting off the creature's arm with his lightsaber just as it was about to attack him.

After Skywalker revived from his medical treatment inside a bacta tank, he confirmed the Rebels' worst fears. He described being attacked by a large creature three meters in height with deadly claws. Although he had only knowingly seen one of the beasts, where there was one, the Rebels reasoned, there was likely to be more. As a result, the base immediately stepped up its security measures.

Echo Base sent out a few patrols to locate the creature that wounded Skywalker. Although they failed to find Skywalker's one-armed attacker, they did encounter another wampa. After stalking the Rebels for some time, the wampa finally attacked the group from its cover beneath a snow mound, surprising its prey. The wampa continued to make hit-and-run attacks at the Rebels, trying to take its prey one being at a time, unwilling to allow such a significant amount of food to get away.

The evening after Skywalker's recovery, Echo Base came under attack. It started with the sound of howling, a noise not unusual to those in the base, who were accustomed to Hoth's howling winds. Still, this noise was louder and angrier. Shortly after the howling started, the base's command center received a brief comlink call from Bervin, a perimeter scout, which was abruptly cut off by a bellowing inhuman roar and a horrified, distinctly Human scream. Major Bren Derlin, head of security at Echo Base, and others in the command center rushed to Bervin's post. There, they found only the signs of a struggle, but no sign of Bervin himself. Blood was splattered against the far wall of snow, where a large cave-in had occurred. The blood trail followed the shallow trench where Bervin's body had been dragged out of the post and into the icy night of Hoth.

Before long similar calls began to come into the command center. Attacks all along the base's perimeter were reported. All described the same: a lone sentry, attacked and dragged off into the night. Efforts were made to ready the base's T-47 airspeeders, but there was no need. The creatures came to them, crashing through the carefully carved ice walls of the facility. The base was soon filled with a horde of attacking wampas. The personnel of Echo Base were ready to protect their fortress, however. They held off the beasts with concentrated artillery barrages, while the wampas outside the base were similarly repelled by the Rebels' blaster fire. The creatures inside the base were rounded up with the help of the droids C-3PO and R2-D2. At the heart of each attack was one commonality that had gone unnoticed until the droids brought it to the attention of Major Derlin. They noticed that the high-pitched beeps of the base's astromech droids drove the wampas into rages. The Rebels were able to use recordings of astromech droids to drive the creatures out of their dark, icy crevasses. They stunned the wampas into incapacitation, and stored them in heavily shielded pens in less vital sections of Echo Base. The pen doors were marked with yellow and orange warning signs, nicknamed by those in the base as \"do not disturb\" signs. The Rebels believed that the wampas had attacked the base to defend themselves from what they perceived as an invasion of their territory. Additionally, research later revealed that the astromech droids' high-pitched beeps and wails were similar to the sounds made by females in search of a mate. This further explained the wampas' rampages, with males having discovered pieces of metal machinery after thinking they had discovered a new companion.

Battle of Hoth

\"Rebel troops?\"

\"I don't think so, sir.\"

- Darth Vader and a snowtrooper lieutenant discuss Echo Base's caged wampas

The Galactic Empire discovered the Rebels' hidden Echo Base in the immediate aftermath of the wampa assault on the ice facility through the reconnaissance efforts of a remotely deployed Arakyd Viper probe droid. While performing its reconnaissance work of the ice planet prior to detecting the Rebel presence on Hoth and transmitting its accompanying sensor data back to the Empire, the probe droid discovered a large mound of snow in the Hoth wastes. Upon the droid probing the mound with a low-powered laser beam, a large wampa emerged from the snow pile, having been sleeping there. The probe droid quickly regulated the potency of its high-powered laser cannon and disintegrated the beast with a single blast.

While hunting a herd of grazing tauntauns, another wampa also encountered and attacked another Imperial Viper probe droid scouting the planet. After a short clash between blaster and claws, the wampa defeated the droid and dragged it back to its ice cavern, where it suspended the machine in the icy ceiling above the skeletal remains of former prey.

During the desperate haste to escape Echo Base in the face of the Imperial invasion during the Battle of Hoth, C-3PO came upon one of the pen doors while trying to catch up with Solo, Princess Leia Organa, and the Wookiee Chewbacca on their way to the Millennium Falcon. Knowing an advance group of snowtroopers was directly behind him, Threepio tore off the door's warning label and proceeded to disappear around another bend in the corridor. The pursuing troopers reached the door. Their leader punched the controls to slide it open, knowing it would take more than locks to stop an Imperial advance. The group marched into the pen with military efficiency, only to be slaughtered by the caged wampas. Once Darth Vader reached the room, all he saw were piles of blood-stained snow, a cave-in exposing the pen to Hoth's daytime sun, and some of his most seasoned, well-trained troops dead on the ground.

In the chaos during the battle, the primary entrance point the wampas used to infiltrate and attack Echo Base, a small room off one of the main corridors that had been sealed, was uncovered. The entrance point opened to a small tunnel that led to the large valley where many of the wampas lived and, consequently, where the attacking wampas had originated. As the battle raged, a visitor to Echo Base followed this tunnel into the large snowy valley, where, in a nearby camp, he found one Professor Blainekie, a Rebel researcher investigating the wampas in the vicinity. Blainekie required assistance with defeating the valley's wampas, including the giant wampa Unkajo. The Echo Base visitor complied and successfully brought down the towering creature.

While attempting to escape from Hoth late during the battle, mercenary Dash Rendar encountered several of the Rebels' caged wampas throughout the bowels of Echo Base. After witnessing the havoc wreaked upon the base by the wampas, the Empire in turn bioengineered the cliff wampa to guard Imperial interests on the Gall moon.

Hunting wampas for sport

\"There's a huge black-market price on wampa pelts, you know.\"

- Burrk

A certain subclass of big-game hunters existed who specialized in the \"sporting\" hunt of large predators like the wampa. They often traveled to the remote Hoth system to hunt wampas. Poachers and hunters had been tracking wampas for decades prior to the onset of the Clone Wars, though their mortality rate often exceeded the creatures themselves. Wampa pelts or stuffed heads were prized trophies among hunters, and a black-market fur-trading operation that involved wampas existed in the Outer Rim at some point before 33 BBY. Wampa \"souvenirs\" and even clothing made of wampa fur had been known to command high prices at galactic trading posts by the early years of the Galactic Civil War. Wampa meat was also served in some corners of the galaxy—as of 31 BBY, a serving kitchen within the space station Darkside on an asteroid in the Cularin system asteroid belt had twenty kilograms of ground lean wampa meat stored in a freezer. By 1 ABY, the sporting hunt of wampas was illegal, though hunters were still able to sell their wares on the black market for high gain. Wampas were later included in Galactic Federation of Free Alliances legislation to protect endangered species from extinction.

In one well-known case, the wampas' ability to organize coordinated attacks was well demonstrated. A group of failed stormtrooper cadets established a business as guides leading these big-game hunters in pursuit of Hoth's wampas. Initially, they met with great success due to their advanced weaponry. However, by the fourth expedition the wampas had learned their enemy's secrets. The hunters landed and set out in search of their quarry. Meanwhile, the wampas found and destroyed the expedition's starship. Over the course of the next several nights, the wampas circled the camp, howling madly. The frightened hunters wasted their ammunition shooting at shadows until the wampas attacked. The beasts dragged away just one hunter with each assault. Finally, the last two survivors killed one another rather than allowing themselves to fall prey to the wampas. This was one tale typically told by big-game hunters; some circles doubted the validity of the tale, pointing to the loophole that if there were no survivors, no one could have lived to report what had happened.

Skywalker later re-encountered the wampa he wounded with his lightsaber nine years later during a subsequent journey to Hoth with the Jedi Knight Callista Ming. There, they discovered a group of stranded wampa poachers, including a former stormtrooper named Burrk, and two Cathar brothers. The three had set up a business taking hunters to Hoth to hunt what they termed \"the biggest game in the galaxy.\" The group found success after two hunting rounds, collecting the pelts of several creatures and killing numerous others. But on their third trek into the Hoth wilderness, the poachers met with disaster. They returned to their starship to find their pilot slaughtered. Trying to investigate the cause of death, the group was attacked by a group of wampas, killing a guide and three clients. The surviving five members found shelter in the abandoned Echo Base.

When Skywalker and Ming arrived on the planet just days later, the two Jedi and five survivors were once again attacked by an army of wampas who had grouped together under the leadership of the dismembered beast, who recognized Skywalker's and Ming's lightsabers as a threat. As a coordinated group, the wampas displayed enough intelligence to ruin the flight controls of the Jedi's ship, as they had with the poachers, to prevent escape. After the wampa horde chased the group back into the confines of Echo Base, the beasts created a diversion by banging on the base's closed shield doors until they could break through the icy walls of the facility. Skywalker and Ming were able to reach their damaged ship with the stopping power of their lightsabers—Skywalker killing the one-armed beast for good in the process—and escape the planet after rigging their vessel to restart through an alternative power source, but not before the remaining poachers were killed. Skywalker later remarked that he believed the one-armed wampa recognized him personally and that they consequently possessed long-term memories.

Other encounters

By 27 BBY, a Shi'ido Changeling impersonating the former Twi'lek Jedi Knight-turned-pirate Reess Kairn had set up a lumni-spice mining operation on Hoth using the planet's wampas as food-collecting servants. He fitted several of the creatures with a type of bio-stimulant brain implant, making them more docile and able to understand and respond to the Shi'ido's verbal commands. They were instructed to retrieve tauntauns and bring them back to his subterranean cave, where they were taught to skin them in preparation for his consumption. Hoping to collect a posted price on Kairn's head, the bounty hunter Aurra Sing infiltrated the cave draped in the skinned hide of a dead wampa. She was able to neutralize the Kairn impersonator while simultaneously killing many of his wampas in a manufactured cave-in. The rocky collapse awakened a large dragon slug, which also crushed one of the wampas in its massive jaws.

The Balti smuggler Bingo Mehndra possessed a captured pet wampa in a secret Hoth base of his. When the Hutt crime lord Jabba Desilijic Tiure sent his musical retainers, the Max Rebo Band, on a covert assassination mission to Hoth to kill Mehndra, the smuggler threatened to feed the musicians to his wampa if he suspected a trick. The participants of Jabba the Hutt's demolition games later encountered a single wampa while competing on Hoth shortly before 4 ABY.

On a mission to Hoth in 14 ABY, Jedi Master Kyle Katarn and his apprentice, Jedi student Jaden Korr, encountered several rogue wampas around the perimeter and inhabiting the ruins of Echo Base. Korr found one wampa in particular attacking a tauntaun within the base.

Wampas in the galaxy

\"Stoopa! You said wampa protect me from intruders! Not kill me!\"

\"I…thought we could control it, Lord!\"

- A Hutt and a Twi'lek, realizing the futility of trying to hold a captive wampa

Knowledge of the wampa throughout the galaxy was limited. Of those aware of the creatures' existence, understanding typically came by way of overhearing big-game hunters speak of what they considered legendary quarry on account of the wampas' violence and formidable claws and teeth. Indeed, hyperbole and rumors of the wampa's fearsomeness abounded. The planet Hoth was synonymous with the wampa—in the rare instances the planet was mentioned in conversation, it was common to hear the wampa mentioned in the same breath.

Many believed that wampas possessed at least rudimentary intelligence. Through extensive research into the records of other creatures appearing similar to the wampa, evidence had been found suggesting mass coordinated attacks made by the creatures. In some cases, these attacks laid waste to entire outposts of colonists on other worlds. This was later substantiated by the Rebels of Echo Base.

Wampas were one of several \"trophy\" animals smuggled onto the planet Coruscant for the pleasure of its citizenry. As with their smuggled counterparts, these wampas were quickly discovered to be too dangerous to handle and were either released into the environment or escaped on their own, labeled from that point as \"fugitive animals.\" These renegade wampas instinctively migrated to Coruscant's cooler polar regions to eke out an existence. Wampas also existed on the Outer Rim ice world Rhen Var.

As of 41 BBY, the Galactic Republic prohibited the transportation of wampas throughout the galaxy. The Jedi Master Tholme and his Padawan, Quinlan Vos, were assigned to track a felonious dealer of interdicted beasts to the planet Ryloth, where they suspected their target was connected to the Twi'lek Clan Secura. Unbeknownst to the Jedi, the Hutt crime lord presiding over the slave trade on Ryloth held a captive wampa—one of the interdicted beasts—in the name of personal security, sold to it by Pol Secura. The wampa managed to break free of its restraints during the Jedi's visit, killing the Hutt and several others nearby. The young slave girl Aayla Secura was able to reach out telepathically through the Force to call to Vos for help during the confusion. He soon arrived at her side but found himself overmatched by the large beast after first naively trying to reason with it. On the brink of death within the wampa's grasp, Vos, with the assistance of the young Secura, called his lightsaber to his hand via the Force and put an end to the wampa's rampage. With Secura's sensitivity to the Force realized, she was taken to Coruscant to be trained as a Jedi.

Around 32 BBY, the crime lord Gargonn the Hutt ran an enterprise shipping exotic beasts around the galaxy, operating the Circus Horrificus, a gruesome traveling show of alien monstrosities, out of the bowels of the moon Nar Shaddaa. Wampas listed among the many beasts included in Gargonn's animal smuggling ring.

Cog Hive Seven

\"You weren't supposed to survive your match with the wampa.\"

- Sadiki Blirr, to Darth Maul

The space penitentiary known as Cog Hive Seven ran an extremely lucrative yet illicit gambling operation a decade and a half before the beginning of the Clone Wars. By forcibly pitting its inmates against each other in gladiatorial combat and betting on the matches using an elaborate algorithm to predetermine the winner of each bout, the prison made a fortune at the expense of the galactic gambling community. Cog Hive Seven eventually obtained a wampa from a couple of freelance bounty hunters, who delivered the creature to the prison from an abandoned spaceport in the Anoat system. Believing the wampa to have previously fought in illegal gladiatorial contests, the prison's administration planned to match the beast against its own inmates. The wampa was yet infected with a disease that greatly affected its physiology.

In 33 BBY, Darth Maul, apprentice of the Dark Lord Darth Sidious, infiltrated Cog Hive Seven on a mission for his Master by masquerading as an inmate, though he was forbidden to call upon the power of the Force or reveal his true identity as a Sith Lord. Cog Hive Seven's algorithm soon matched Maul against the prison's wampa, a fight that Maul was calculated to lose, with the majority of offworld gambling combines betting that the odds were in the beast's favor. The wampa stood nearly three meters in height, with a battered physical appearance indicative of previous combat, including a filthy, blood-stained pelt that had been ripped away in spots along its chest and abdomen, and a cranial horn that had been partially snapped off. The fight began with the wampa slashing Maul twice with its claws. Maul retaliated but quickly came to the realization that there was indeed something profoundly wrong with the creature after driving his elbow into the wampa's skull with a force that should have broken its neck, to no effect. The disease that infected the wampa enabled it to continue fighting even after Maul shattered its skull with a subsequent head-butt, but Maul put an end to the match by driving his arms through the soft tissue of the wampa's torso and crushing its heart between his hands.

Clone Wars

Wampas were occasionally found participating in illegal gladiatorial games on a number of Outer Rim worlds. Early during the Clone Wars, Dark Jedi Asajj Ventress faced a wampa, among other opponents, in the Cauldron, an infamous gladiatorial arena on the rocky planet of Rattatak. She hoped to persuade Count Dooku to accept her as his Sith apprentice by displaying her combat abilities. In similar fashion, the Jedi Master Luminara Unduli faced off against a wampa in gladiatorial style combat while in the Arena of Doom, a gladiator stadium owned by Mondo-Mod the Hutt, who had his wampa contestant shipped in directly from Hoth. Without using her lightsaber or Force abilities, Unduli defeated the beast by jumping, grabbing its horns, and flipping it. She attributed her victory to simple physics. For her victory over the wampa and subsequent opponents, Mondo-Mod revealed to her the location of a Separatist Droid Army factory on the planet Diorda.

The Rodian Onaconda Farr, senator of the Doldur sector, possessed a wampa-skin rug during the Clone Wars. Farr kept the rug, comprising a stuffed head but bereft of appendages, within his retreat on the planet Rodia. Warm wampa-skin rugs of high quality immediately showed visitors to one's home that one was an individual of refined taste and class.

On a tactical screen within a Republic ground base command center commanded by Anakin Skywalker at some point early during the Clone Wars, Aurebesh lettering described a sort of wampa attack taking place. Also present within the base's command center was a chest with the Aurebesh lettering \"HOT-.\" A Low Altitude Assault Transport/infantry with a picture of a snarling Wampa on the front saw service with Republic forces during this period, and it was given the nickname Wampa Runner.

A sizable community of wampas lived on Asuin, a planet deep within Hutt Space besieged by fierce ice storms, during the Clone Wars. Jedi Generals Obi-Wan Kenobi and Anakin Skywalker landed on Asuin during the war while pursuing valuable stolen data containing the location of the Confederacy of Independent Systems' hypermatter generators. Upon touching down on Asuin's surface in dropped speeders, Kenobi and Skywalker quickly fell under attack by a large group upwards of ten wampas. The Jedi escaped the beasts by leaping to the far side of a nearby ravine, leaving the wampas to push Skywalker's speeder into the deep chasm separating the two parties. Kenobi, specifically, recognized the creatures and referred to the wampas by species name.

A particularly abrasive slicer used the handle \"wampa1\" as his user identification while posting comments on a HoloNet message thread during the height of the Clone Wars.

At some point during the Clone Wars, the Chevin slaver Phylus Mon kept a single male wampa named Ku-Kak as a personal bodyguard in addition to several other retainers. Mon discovered the wampa on a distant ice-covered world and selected the beast into his employ due to its unique ability to wield the Force. Ku-Kak's training under Mon included understanding and being able to respond to his master's commands in the Chevin language and also to identify and attack Jedi, for whom Mon held a strong dislike. The wampa identified Jedi by the fact that they carried lightsabers, and because he differentiated them from Mischa Vorfren, a male Anzati soldier also in Mon's employ who carried a lightsaber that Ku-Kak had collected as a trophy and given to him, and whom Ku-Kak considered an ally. To combat Jedi, Mon provided Ku-Kak with a Sith sword that he had picked up during his travels; the wampa proved very adept at wielding the sword, which augmented his powers in the dark side of the Force. Additionally, Ku-Kak, like the other slaves under Mon's command, was outfitted with an explosive device in his heart programmed to detonate in the instance that Mon died and the Chevin's own heart stopped beating. Although this provided Mon's lieutenants with the motivation to fight for him, the wampa lacked full awareness of what had been implanted inside him.

Mon traveled with an entourage of enslaved creatures wherever he went—his so-called \"zoo\"—to which the wampa belonged. The wampa accompanied Mon during his attack of the Sith fortress on the planet Almas in the Cularin system, where the Chevin stole the darkstaff, a powerful Sith artifact, and during which multiple Jedi were killed. A team of Cularin heroes attempting to end the threat that Mon posed encountered Ku-Kak after infiltrating the throne room of Mon's starship, the Animiasma, within the Cularin system asteroid belt.

During the Clone Wars, some clone troopers were known to dress up in special wampa suits for special occasions. For Halloween, some were known to have dressed in a purple fur wampa suit and for Life Day there was a simple white suit.

Galactic Civil War and beyond

\"That wampa on the wall was my kill!\"

- Bossk

By 2 BBY, among other lethal creatures, including an acklay and a krayt dragon, the Imperial Captain Ozzik Sturn displayed the head of a wampa in a trophy room he maintained in his personal quarters on the planet Kashyyyk. Sturn, a big-game hunter, collected the heads of his prey during hunts.

Six months after the Battle of Yavin, the Shi'ido Senior Anthropologist Mammon Hoole shape-shifted into a wampa while he and his nephews, Zak Arranda and Tash Arranda, were attacked by a horde of zombies in the Crypt of the Ancients on the planet Necropolis. Hoole was able to manhandle the zombies in his transformed physicality. In 1 ABY, Darth Vader and a stormtrooper detail arrived at the Jedi Enclave on the planet Dantooine, where Vader discovered a clone of himself. While the two engaged in a Force duel, a similar clone of Hoole in the transformed shape of a wampa neutralized one of the stormtroopers.

Circa early 3 ABY, Crazy Larry's Galactic Getaways, a travel agency, featured a still image of a wampa in its advertisement for a vacation to Hoth. The advertisement warned potential customers that interaction with the planet's native wildlife occurred at their own risk, citing the wampas' history of attacking landing starships and other vehicles.

While in pursuit of the bounty hunter Boba Fett late in 3 ABY, Dash Rendar encountered the Imperial-bioengineered cliff wampa in Smuggler's Canyon near the Cadavine Sector Fleet Imperial Enclave on the moon of Gall. Mara Jade encountered the swamp wampas of Dromund Kaas on a mission to that planet in 10 ABY.

Wampas also held an element of cultural significance for many. The forces of the space pirate Gir Kybo Ren-Cha flew stolen TIE Fighters emblazoned with their trademark red wampa skull signet in the years prior to the Battle of Yavin. By 1 BBY, Holgurn, a Gamorrean messenger in the employ of Jabba the Hutt, was familiar enough with the creatures to compare the inexperienced Rodian bounty hunter Greedo to the inconspicuousness of a wampa, while an Imperial TIE/LN starfighter pilot went by the nickname \"Wampa\" during the Galactic Civil War for icy precision in battle. Also during the Galactic Civil War, wampa stuffed animals offered denizens the soft and cuddly aspects of the creature without the danger of being mauled and eaten.

In later years, Rogue Squadron Colonel Gavin Darklighter designated an enemy starship as \"Wampa\" during the Battle of Sernpidal in 26 ABY amidst the Yuuzhan Vong War. A Jedi Initiate training clan of the New Jedi Order—the Wampa Clan—was named after the Hoth creatures. The martial arts form Teräs Käsi consisted of two combat techniques named after the wampa—the Charging Wampa and the Slashing Wampa. The city of Pons Ora on the planet Abafar hosted a business known as Adopt-a-Wampa, though exactly how one could adopt one of these highly dangerous creatures, or why they would want to, was unclear.

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If the wampa takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OTZlYTdlZmNhYTIy","flags":{},"name":"Keen Smell","type":"feat","img":"systems/sw5e/packs/Icons/monsters/120_-_Snow_Wampa/avatar.webp","data":{"description":{"value":"

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

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

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The wampa makes two attacks, one with its claw and one with its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2Q5ZWQyNTRlM2Vm","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/120_-_Snow_Wampa/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage.

The target is grappled (escape DC 14) Until this grapple ends, the target is restrained, and the Snow Wampa can't bite another target.

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\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new)
  • 60 credits (used)
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

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When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MTAxMTQzNWY0M2I2","flags":{},"name":"Kick","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/171_-_Gonk_Droid/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} -{"_id":"EWeZqfBJ4tohlYeC","name":"Mistryl Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"unarmored defense"},"hp":{"value":60,"min":0,"max":60,"temp":0,"tempmax":0,"formula":"11d8+11"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":60,"min":0,"max":60},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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While the Mistryl is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.

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.

The Mistryl makes three unarmed strikes or three dart attacks.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MjQ4MzgzYTEzYzc3","flags":{},"name":"Unarmored Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/267_-_Mistryl_Apprentice/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

If the target is a creature, the Mistryl can choose one of the following additional effects. The target must Succeed on a DC 13: -Strength saving throw or drop one item it is holding (Mistryl's choice). -Dexterity saving throw or be knocked prone. -Constitution saving throw or be stunned until the Mistryl's next turn.

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\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the guards scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 12 (1d12+6) kinetic damage

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Massiffs were reptilian creatures found on Geonosis and Tatooine. The species' original world was unknown; however, the Geonosis and Tatooine populations were by far the most numerous. Canine in appearance with an armored hide, the beasts could be domesticated and used for sentry and guard tasks. On Geonosis, possession of a massiff was a sign of authority and aristocracy. The Geonosians and massiffs had a somewhat symbiotic relationship; in exchange for shelter, the creatures would rid the hives of pests. It was easy to tell the age of a massiff, for they grew a new pair of antlers every standard year.

DesignationNon-sentient
Average height0,76 meters
Homeworld
  • Geonosis
  • Tatooine

Biology and appearance

Massiffs had coarse skin, large jaws, toothy mouths, big dark eyes and a line of hard spikes along their backs.

History

In addition to being introduced to Malastare, the massiff was domesticated by the Tusken Raiders of Tatooine. Researchers believe that an interstellar freighter carrying the animals crashed in one of the planet's sandstorms around 222 BBY. The resulting slaughter by the Sand People left only one survivor, while a small portion of the massiffs were kept by the attackers. Their senses being attuned to the clear conditions of Geonosis, massiffs were useless as sentries in Tatooine's constantly blowing sand. Instead, they found their niche as camp defenders, attacking any intruders on sight. The presence of massiffs was a contentious one among the Tusken clans, as many felt that they were a departure from tradition. Because of this, warring clans would often try to slay each other's pets as gestures of insult.

The proximity of Geonosis and Tatooine undoubtedly led to the migration of the creature from one world to another, most likely the result of careless traders introducing the animal into a new ecosphere. On Geonosis, massiffs were emblems of the Geonosian aristocracy, and domesticated massiffs were used to rid the hives of vermin. On occasion, massiffs were used in arena fighting. On Tatooine, they were similarly domesticated as camp guard animals.

During the Clone Wars, at least one massif was used by the Grand Army of the Republic for military purposes, being handled by an ARF trooper accordingly nicknamed \"Hound.\" He was used to track Jedi Ahsoka Tano on Coruscant.

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The massiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Any creature that grapples the massif takes 3 (1d6) kinetic damage at the end of its turn.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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\"My blurrg may be ill-tempered, but she's much faster than your riding machines.\" 

- Tae Boon, to \"Stak\"

DesignationNon-sentient
Classification

Reptile

Skin color
  • Mottled brown
  • Blue
  • Green
Eye colorBlack
Homeworld
  • Arvala-7
  • Endor
  • Ryloth
DietHerbivore

A blurrg (plural: blurrg or blurrgs) was a non-sentient, two-legged beast of burden found throughout the galaxy. Blurrgs were notably used by the Twi'lek Resistance and Free Ryloth movement during the Clone Wars and Imperial Era, and they were also corralled by the moisture farmer Kuiil on Arvala-7.

Biology and appearance

Blurrgs were a two-legged non-sentient species that were used as beasts of burden on a number of worlds located across the galaxy, including Endor and Ryloth.

Behavior

Stoic and strong, they were used for everything from agricultural labor to war. Male blurrgs were eaten by females after the mating process.

History

The Twi'lek Resistance on Ryloth rode blurrgs in battle during the Battle of Ryloth, where they were used at the final offensive against Separatist forces in Lessu, charging at droid troops with the Grand Army of the Republic's Lightning Squadron. During the time of the Mission to Zygerria, some blurrgs were sold in the markets of Zygerria. Around 9 ABY, the bounty hunter known as \"the Mandalorian\" and the Ugnaught Kuiil tamed and rode blurrgs during the hunters' mission to Arvala-7.

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The blurrg deals double damage to objects and structures.

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The blurrg has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MjQxMTdmYzU4OTE3","flags":{},"name":"Beast of Burden","type":"feat","img":"systems/sw5e/packs/Icons/monsters/021_-_Blurrg/avatar.webp","data":{"description":{"value":"

The blurrg is considered to be a Huge animal for the purposes of determining its carrying capacity.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (1d12+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} -{"_id":"FELAZNKmWhPTswVp","name":"Cliff Wampa","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":5,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"natural armor"},"hp":{"value":96,"min":0,"max":96,"temp":0,"tempmax":0,"formula":"12d10+24"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","movement":{"burrow":0,"climb":40,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":96,"min":0,"max":96},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"
DesignationSemi-sentient
Hair color
  • Gray
  • Light brown
DistinctionsSharp claws
Habitat

Rocky

The cliff wampa was a brown-furred, rock-climbing subspecies bioengineered from the wampa ice creature native to the frozen Outer Rim Territories planet Hoth. After learning of the ice wampa's powerful ferocity during the Battle of Hoth, the Galactic Empire captured several of the creatures, and Imperial biologists artificially adapted them to various environments. By 3.5 ABY, the Empire had placed the resulting cliff wampa on the rocky Outer Rim moon of Gall to guard local Imperial interests.

Biology and appearance

A product of Imperial bioengineering, the cliff wampa was a manufactured subspecies of the wampa ice creature indigenous to the ice planet Hoth. Whereas the ice wampa was covered with a coat of white fur for camouflage on Hoth's frozen plains, the cliff wampa was gray or light brown in color to blend in with the rocky habitat of the Imperial-controlled moon of Gall. The cliff wampa boasted sharp, iron-strong claws capable of climbing or digging through solid rock, much like the Hoth wampa would dig through ice.

Behavior and intelligence

Like its Hoth cousin, the cliff wampa was semi-sentient in nature. Cliff wampas were temperamental and hungry, and would maul anything or anyone they encountered.

History

The origin of the cliff wampa began during the Rebel Alliance's tenure at the Echo Base facility on the Outer Rim Territories ice planet Hoth. The Rebels of Echo Base endured repeated assaults on their encampment from Hoth's native wampas. During one such attack, the Rebels neutralized and incarcerated several of the creatures, holding them in secluded pens within the base.

Later, during the Imperial assault on Echo Base in the Battle of Hoth, several of the Dark Lord Darth Vader's elite snowtroopers were slaughtered by the Rebels' caged wampas after charging blindly into one of the creatures' holding pens inside the base. Imperial biologists were so impressed with the powerful wampa after receiving reports of how the creatures terrorized Echo Base that the Empire managed to capture some of the beasts and, through bioengineering, adapted them to survive in various environments as guard animals. The cliff wampa was a result of the Empire's efforts.

Cliff wampas in the galaxy

By 3.5 ABY, just months after the Battle of Hoth, the Empire installed the cliff wampa to guard the Cadavine Sector Fleet Imperial Enclave on the rocky Outer Rim moon of Gall. The mercenary Dash Rendar, who had previously come face-to-face with the Rebels' captured ice wampas within the bowels of Echo Base during the Battle of Hoth, encountered a single cliff wampa while attempting to infiltrate the Imperial Enclave through the high cliffs of Smuggler's Canyon in a failed effort to rescue the captive Han Solo from the bounty hunter Boba Fett.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 14","languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":14,"prof":3,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":1,"ability":"dex","bonus":0,"mod":0,"passive":13,"prof":3,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","token":{"flags":{},"name":"Cliff Wampa","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"FELAZNKmWhPTswVp","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":96,"max":96},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWYyMjc3NjExOTI0","flags":{},"name":"Keen Smell","type":"feat","img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZjFjNjkyNDMyNTE4","flags":{},"name":"Rocky Camouflage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","data":{"description":{"value":"

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

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.

The wampa makes two attacks, one with its claw and one with its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZjA1ZTQ1YTIzOGU0","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NTgxZmVjZTNjYWUy","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d10+5) kinetic damage.

The target is grappled (escape DC 16) Until this grapple ends, the target is restrained, and the wampa can't bite another target.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmFkOWMyMDc3YmNm","flags":{},"name":"Throw Boulder","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 25/50ft., One target. Hit : 8 (1d6+5) kinetic damage.

If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":25,"long":50,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} -{"_id":"FLniDPzRnl5dBYhQ","name":"**Inquisitor, Knight","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"heavy combat suit"},"hp":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0,"formula":"8d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":36,"min":0,"max":36},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor is a 5th-level forcecaster. It's forcecasting ability is Charisma (force save DC 13, +5 to hit with force attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, saber throw, slow

1st-2rd level (18 Force Points): dark side tendrils, fear,

force jump, force sight, hex, sense force, stun

Force Resistance. The inquisitor has advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YjQ5MWQ5M2MzM2Vl","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NDI5NzFjYTAyZjdh","flags":{},"name":"War Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjgwMWU3M2I3NGM4","flags":{},"name":"Spinning Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) energy damage

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DesignationNon-sentient
ClassificationAmphibian
Skin colorBrown
Eye colorYellow
Distinctions
  • Toothy mouth
  • Long tongue
  • Dexterous forelimbs
  • Heat-sensitive palps
  • Two cranial antennae
Homeworld
Tatooine
HabitatDesert
DietCarnivore

Worrts were a non-sentient species that hailed from the desert of the planet Tatooine. These squat, large-mouthed creatures caught prey by sitting stationary in the sand and then using their long tongues to wrap around passing rodents or insects.

Biology and appearance

Worrts were squat and spiky creatures whose appearance bore similarities to that of chubas. They had brown, warty skin and measured 1.50 meters in height. They were quadrupeds with dexterous forelimbs. A worrt's head featured a pair of sensitive cranial palps, two bulbous eyes that could be yellow in hue, two nostrils, and a large mouth. That mouth contained a long tongue, and strong teeth laced with a venom potent enough to kill a bantha. The eyelids of the worrts could keep sand out of their eyes, and their saliva was also capable of jamming a blaster. Worrts lay large amounts of soft eggs, which were harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior and intelligence

Worrts were predatory creatures who lived on desert planets. Worrts fed mostly on insects and rodents. When hungry, a worrt would settle into the sand, becoming indistinguishable from a rocky outcropping, and wait for a prey to pass by it. When its victim came close enough, the predator threw its tongue out of its mouth and wrapped it around the prey. The worrt's tongue then snapped back, throwing the food down its throat.

History

The chuba-like worrts lived in the desertic wastes of Tatooine, a suns-scorched planet located in the Outer Rim Territories. The most notable worrt in the galaxy may have been the one lived on the road to Jabba the Hutt's Palace in the Dune Sea of Tatooine around the time of the Battle of Endor. Three years later, Han Solo and Lando Calrissian encountered a worrt named Korrg kept by the pilot Taka Jamoreesa. Around thirty years after the Battle of Endor, a Nu-Cosian traveling merchant and storyteller named Bobbajo kept a worrt named J'Rrosch as a pet.

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The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage.

The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a success.

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The worrt makes a bite attack against a Medium or smaller target it is grappling. On a hit, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the worrt, and it takes 14 (4d6) acid damage at the start of each of the worrt's turns. The worrt can have only one target swallowed at a time. If the worrt dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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If the matriarch isn't incapacitated, any other gundark can make a melee attack as a bonus action while within 10 feet of the matriarch.

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When the matriarch reduces a creature to 0 hit points with a melee attack on its turn, the matriarch can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The matriarch can make four attacks: two with its claws and two with its gigantic claws.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmY1MzEzZjYxNGI2","flags":{},"name":"Gigantic Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/071_-_Gundark_2C_Matriarch/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} -{"_id":"GR2XUrAeCUZlWexT","name":"**The Sith'ari","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0},"int":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0},"cha":{"value":24,"proficient":1,"min":3,"mod":7,"save":14,"prof":7,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"orbalisk armor"},"hp":{"value":257,"min":0,"max":257,"temp":0,"tempmax":0,"formula":"27d8+135"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":7,"powerdc":15,"powerLevel":0,"bar1":{"value":257,"min":0,"max":257},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

\"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused.\"

\"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets.\"

\"That day is here. I have surpassed you, Bane. Now I am the Master.\"

\"Then prove it.\"

- Darth Zannah and Darth Bane

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.


Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.


In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.


In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.


There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

Sith'ari

Sith'ari was a title that, in the ancient Sith, meant \"Lord\" or \"Overlord,\" first claimed by King Adas. After Adas's death, the term became the subject of a legend prophesying the coming of a being that would lead and destroy the Sith, but in doing so would make the Sith more powerful than ever before. In this context, the term came to mean \"perfect being\" or \"god.\"

THE SITH'ARI PROPHECY

The Sith'ari will be free of limits.

The Sith'ari will lead the Sith and destroy them.

The Sith'ari will raise the Sith from death and make them stronger than before. 

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":21,"powerLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons"},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Enhanced Weapons"},"dv":{"value":["lightning"],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 22","languages":{"value":[],"custom":"Galactic Basic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":20,"prof":7,"total":10},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ins":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"itm":{"value":1,"ability":"cha","bonus":0,"mod":7,"passive":24,"prof":7,"total":14},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":22,"prof":7,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"per":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","token":{"flags":{},"name":"The Sith'ari","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"GR2XUrAeCUZlWexT","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":257,"max":257},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2JhYWEwYTQzZDUz","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

If the Sith’ari fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NDYzYTY5Zjg5MDI4","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

The Sith’ari is an 18th-level forcecaster. The Sith’ari’s forcecasting ability is Charisma (power save DC 22, +14 to hit with force attacks) and it has 87 force points.

The Sith’ari knows the following force powers:

At-will: affect mind, denounce, feedback, force push/pull,

necrotic charge, saber reflect

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight, force throw

3rd-level: choke, force lightning, force scream, knight speed,

sever force

4th-level: drain life, force immunity, improved force

camouflage, shroud of darkness

5th-level: greater feedback, improved force scream, improved

phase strike, telekinesis

6th-level: crush, force chain lightning

7th-level: force lightning cone, ruin

8th-level: death field

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODg1Mjg3OTYyOTcw","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

The Sith’ari has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZjljMmMwMmYzZTdk","flags":{},"name":"Pinpoint Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

When the sith’ari cast a power that allows it to force creatures in an area to make a saving throw, the sith’ari can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NDNkNzFjYmE0NGVl","flags":{},"name":"Quickened Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

When the sith’ari casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MGUxY2QyYjk2NDQy","flags":{},"name":"Orbalsik Armor","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

The Sith’ari wears armor comprised of Orbalisk parasites. While wearing the armor, the Sith’ari is immune to damage from unenhanced sources, and has resistance to damage from enhanced weapons. If the Sith’ari takes Lightning damage, this trait does not function until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YjVhMmFlNjVlZTc1","flags":{},"name":"Orbalisk Regeneration","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

The sith’ari regains 25 hit points at the start of its turn if it has at least 1 hit point. If the sith’ari takes Lightning damage this trait does not function until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"YzBjNDhjYzEzZDY5","flags":{},"name":"Force Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MzBlYTdiYzY1YTlj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage.

The Sith’ari makes four melee attacks, or casts a power and makes a melee attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"ZWMwOTQ0OGRiYjQz","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"MTQ4Njc2ZTE2NTA2","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

.

The Sith'ari casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MDcwNjk4OTYyMjg3","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

.

The Sith'ari moves up to its speed without provoking attacks of oppurtunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZTMxYTVkZWZhYzhh","flags":{},"name":"Forcecasting (1 legendary action per power level)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

.

Sith'ari can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NDE2OTAzMmFkNjA4","flags":{},"name":"Deathblow (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

.

The Sith'ari makes a melee attack. If the attack hits, the Sith'ari deals maximum damage, and the target cannot regain hit points until the end of its next turn.

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Hair colorOrange and White
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The Greysor was a four legged, carnivorous primate from the planet of Naboo. It was long used during hunts and birding parties by the Nabooian aristocracy.

Wild greysors hunted in packs of 2 to 12 individuals. They hunted mostly rodents and shaaks, but occasionally scavenged carrion. When hunting, they relied on the sense of sight more than smell. Wild greysors were known to be plagued by fleas.

There were several varieties of domesticated greysor—stubtail, bounder, and manadept being the most common. Domesticated greysors were most often kept in kennels; it was considered \"unwise\" to keep greysors and twirrls together. Greysors were born one at a time. They burrowed with their mother until they were mature (four to six weeks old).

Greysors had nonretractable claws, ideal for running fast. To keep them balanced while running they had an aerodynamic tail.

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The greysor has advantage on Wisdom (Perception) checks that rely on sight and smell.

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Medical droids, medi-droids, meddroids, Emdee droids, or surgeon droids were specialized in medical and surgical operations. A classification of first-degree droid, medical droids were actually considered to be members of the larger biological science droid classification, but were typically listed separately due to their prominence.

The galaxy was full of sentient species and it could be very hard for a flesh-and-blood doctor to know how to effectively treat more than a few of them. Medical droids had no such shortcomings, some even had a passable bedside manner. The most popular meddroids included the 2-1B surgical droid and FX-series medics. GH-7 medical analysis units were common throughout the Galactic Republic, while the Sith employed DD-13 medical assistant droids for their dark reconstruction surgery.[3] There were even models that specialized in non-sentient creatures.

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Attack and damage rolls made with a blaster or a weapon with the finesse property use Intelligence rather than Strength or Dexterity.

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Whenever the droid restores hit points or grants temporary hit points to a creature, it can roll an additional d8 and add it to the roll.

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The Droid can take a second reaction each round. It can only take one reaction per turn.

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As a bonus action, the droid can reinvigorate a creature. When it does so, a creasture within 30 feet regains 4 (1d8) hit points.

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When a friendly creature who the droid can see or hear makes a saving throw, it can add 1d8 to the result of the saving throw. The droid can use this ability before or after making the saving throw, but before any effects of the saving throw are determined.

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Ranged Weapon Attack +5, Range 40/60 ft., One target. Hit : 7 (1d4+5) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The Medical Droid restores 14 (4d4+4) hit points to a creature within 5 feet.

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The Medical Droid restores 28 (8d4+8) hit points to a creature within 5 feet.

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The Medical Droid restores 45 (10d4+20) hit points to a creature within 5 feet.

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A target creature within 30 feet regains 9 (1d8+5) hit points.

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The droid can inject a creature with adrenaline. When it does so, a creature within 30 feet regains 4 (1d8) hit points. Additionally, until the start of the droid's next turn, when that creature would take damage, the amount is reduced by 5.

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.

The droid can inject a creature with painkillers. When it does so, a creature within 30 feet regains 9 (1d8+5) hit points, and when that creature makes their first ability check, attack roll, or saving throw before the start of the droid's next turn they can add 1d8 to their roll.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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DesignationNon-sentient
ClassificationHound
Skin color

White

Eye ColorOrange
Distinctions

Regenerating teeth

Homeworld
Corellia

Corellian hounds, also known as Sibian hounds, were a type of hound from the planet Corellia. They were quick and nimble canines used by locals for a number of tasks. Due to their keen sense of smell, they were often used for hunting and tracking. They had a vicious bark and bite, which meant they could be quite effective for protection. Criminal gangs were fond of using the hounds for defense or to attack their rivals. They also had regenerating teeth. Corellian hounds could also be found on the planet Ushruu, where they were known as snarlers.

History

Around 34 ABY, Dok-Ondar had the head of a Corellian hound mounted on the wall of his store on Batuu. The plaque the head was mounted on had the words \"In memory of Yay Jacc\" painted on it in aurebesh.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is Large or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The droidsmith has a +8 bonus when using Astrotech's Tools.

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The droidsmith has advantage on Intelligence (Investigation) checks within 5 feet.

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The Anzellan droidsmith is too small to pack much of a punch. The droidsmith has disadvantage on strength saving throws.

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The Anzellan droidsmith is too small and fast to e\u0000ectively target. The droidsmith has +1 AC (included) and has advantage on Dexterity saving throws.

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The droidsmith is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC14, +6 to hit with tech attacks) and it has 16 tech points.

The

droidsmith knows the following tech powers:

At-will: electroshock, on/off, temporary boost

1st-level: homing rockets, oil slick, repair droid

2nd-level: hold droid, motivator boost, truth serum

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 5 (1d4+3) ion damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000}]} -{"_id":"Gwt1wA2OpAzwPr5V","name":"Geonosian Elite Warrior","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"natural armor"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"11d8+45"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.


Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.


They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.


The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":4,"powerLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 12","languages":{"value":[],"custom":"Geonosian"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":1,"ability":"dex","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","token":{"flags":{},"name":"Geonosian Elite Warrior","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Gwt1wA2OpAzwPr5V","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":90,"max":90},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YmI0ZDcyYzZkMGEy","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Elite Warrior attacks twice with his pistol, or his electrovoulge.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MjI0ZTE3MzA1OWQ3","flags":{},"name":"Sonic Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 4 (1d6+1) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"YTAxZTMxOGY0MzE3","flags":{},"name":"Electrovoulge","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} -{"_id":"H4eY1nXTffixFuub","name":"Sarlacc, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":27,"proficient":0,"min":3,"mod":8,"save":8,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":27,"proficient":0,"min":3,"mod":8,"save":8,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":464,"min":0,"max":464,"temp":0,"tempmax":0,"formula":"32d20+256"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":0,"units":"ft","hover":false},"prof":7,"powerdc":15,"powerLevel":0,"bar1":{"value":464,"min":0,"max":464},"bar2":{"value":0,"min":0,"max":0}},"details":{"biography":{"value":"

\"In his belly, you will find a new definition of pain and suffering as you are slowly digested over a…thousand years.\"

- C-3PO translating for Jabba the Hutt

Designation
  • Semi-sentient
  • Sentient  (when consciousness merged with sentient victim)
Average height2,5 to 3 meters (Head)
Average length100 meters
Skin colorTan
Distinctions
  • Tentacles
  • Bark
Homeworld

Unknown, present on:

  • Aargonar
  • Dathomir
  • Duroon
  • Darvannis
  • Felucia
  • Oovo IV
  • Socorro
  • Tatooine

Sarlaccs were semi-sentient, plant-like, omnivorous creatures found on several planets across the galaxy. Not much was known about this creature, but it was unique in terms of galactic species. It lived to be tens of thousands of years old, and reproduced by spores. One particular specimen of sarlacc was located in the Great Pit of Carkoon on Tatooine. It tortured the famous bounty hunter Boba Fett, who eventually managed to escape. While Jabba the Hutt claimed it as a pet, it arrived on Tatooine of its own accord. Another sarlacc could be found on Felucia. Near this sarlacc, Shaak Ti was slain by Darth Vader's secret apprentice, Galen Marek. A third sarlacc was known to dwell in the pit on the planet Aargonar's moon Aargonar 3. Yet another, less famous sarlacc dwelled on Tatooine right next to some Ancient Ruins. It attempted to devour Darth Tyranus while he was dueling Anakin Skywalker, but the Count used an exertion of the Force to escape and then fled from battle.

Lifespan

The lifespan of a sarlacc had been estimated to measure 20,000 to 50,000 years. Younger members of the species could move under the sands rapidly and catch their prey much faster, while older ones remained immobile, waiting for prey to stumble into their clutches. Females generally grew much larger than males, to the point that breeding required that the male attach itself to the female, being entirely dependent on their much larger companion. Adults generally had little to fear, as only the greater krayt dragon of Tatooine and the gouka dragon of Aargonar were known to prey upon them.

One of the known specimens of the species resided in the Great Pit of Carkoon, beneath the sands of the Dune Sea on the remote planet of Tatooine. Most sarlacci preferred damp environments, but they could live nearly anywhere including the desert sands of Tatooine.

The largest known sarlacc in galactic history resided on the planet Felucia within the Ancient Abyss. The Jedi Master Shaak Ti was able to tame this beast and it assisted her in her duel with Starkiller. However, she lost the duel and was swallowed by the beast. It possessed massive tendrils and teeth that spread out over an area of the Abyss that was kilometers across. This sarlacc was capable even of using its tentacles to drag great beasts like rancors into its maw or to crush attackers. In 2 BBY, it was restrained by the Galactic Empire in order to hunt down the remaining Felucians, although it was later freed by a redeemed Starkiller.

Xenobiologists were unsure as to whether the sarlacc was animal or plant, as it possessed the characteristics of both kingdoms, but most scientists preferred the theory that the sarlacc was a giant plant organism. Data taken from Boba Fett's helmet suggested that it was more like a plant.

Biology

The sarlacc was a large, omnivorous invertebrate with long tentacles that rimmed its mouth. They reproduced by spores, known as \"sarlacci,\" that traveled through space until they found another suitable planet to inhabit. After implanting itself into the ground, the sarlacci grew downward like a plant, forming a pit. The mouth and tentacles were the most visible parts of the sarlacc. The rest of the sarlacc's massive anatomical features were buried up to one hundred meters deep in the ground. This guaranteed protection of the sarlacc's vital organs and made it invulnerable to most forms of serious damage. The teeth of the sarlacc surrounded its beak-like tongue and plant-like tentacles in tiers. Its teeth were also slightly slanted inward ensuring its prey would remain trapped. While its lightning-fast tentacles are used to snatch up its prey, such as Eopies, they were not its primary means of capturing a meal. The sarlacc discharged odors and scents that lured herbivores and scavengers close enough for it to use its tentacles. Sarlaccs had a very odd body shape. The sarlacc's mouth was the only part of the body visible, usually. Most of its body was covered in rigid plates. It had eight appendages beneath the ground used for stability or for reburial if the sarlacc became partially exposed. The body of the sarlacc ended in three roots used for moisture absorption.

Despite their size, the sarlacc did not need to eat very much at a time. They were almost entirely immobile, which means they had to be able to survive for prolonged periods without food. As a result, they also digested their food very slowly. It was even said that sarlaccs could be telepathic and could gain consciousness from the creatures they ate by assimilating their thoughts and memories during digestion.

Anatomy

\"Tentacular appendages can whip out and snare spectators from the rim of the pit, and inward-pointing spearlike teeth make escape impossible.\"

- Mammon Hoole

The sarlacc's body did not have a skeletal structure or a solid framework, but it did possess a strong muscular body with large roots and a series of nerve endings on its skin.

The sarlacc also had roots on the outside of its body to leech the nutrients from the ground and to sense the vibrations from creatures on the desert sands. The sarlacc lacked eyes and ears, instead relying on the sensors in its roots to \"see\" its prey. The sarlacc's mouth contained large mucus-coated teeth and strong tentacles for catching prey. The tentacles grabbed prey and pulled them into its maw, whereas the inward-pointed teeth functioned to keep victims in the mouth.

The sarlacc also had a large beak that emerged from the throat. The \"beak\", in reality, was the sarlacc's tongue, and the tongue within the tongue was actually yet another stubby tentacle that aided in swallowing prey. The sarlacc's throat had many veins and vessels which acted as sensors to determine the size, weight, and strength of the victim, allowing the sarlacc to decide which stomach to put its prey into; stronger prey were put into the secondary stomachs, while smaller prey went into the main stomach.

The sarlacc's throat also possessed many microscopic openings that dispersed mucus to keep the throat healthy—the sand, gravel, or whatever the case was (as environment varies from one sarlacc to the other) that dropped into the mouth could damage the lining of the throat. The more the sarlacc ate, the more the stomachs ran out of room, and, in rare cases, it used a small number of its victims to grow the stomachs by enmeshing those few victims into the stomachs. The sarlacc also used small air holes around its mouth for breathing.

The sarlacc's roots functioned as tentacles during adolescence, and then grew into full immovable stalks during adulthood. They absorbed tiny fungal life forms, bugs, and microscopic cells and bacteria into the body from the ground for nutrients. The sarlacc's body could also absorb liquid molecules through small openings in the roots, to keep its water level up.

The tentacles on the mouth were actually thin strong tongues that could feel and taste the ground and prey. The beaks of other sarlaccs had other tongues within their beak that emerged to grab prey and directly pull them into its beak. The tentacles were known to stretch as far as four meters to grab meals.

Although sarlaccs were usually immense in size, some miniaturized versions of the species existed and were traded as pets, such as in the case of Phileas.

Sarlacc vocalizations were comparable to high-pitched screeches. However, they do occasionally emit a loud belching sound when consuming prey.

Digestive system

\"The sarlacc found me somewhat indigestible.\"

- Boba Fett

Only the sarlacc's gaping maw could be seen from the surface, with the vast majority of its huge body lying beneath the ground. It lay in wait for any living humanoid or creature to stumble into its maw, and additionally, it pulled nearby victims in with one of its many tentacles. A sarlacc's mouth was surrounded by rows of retractable razor-sharp teeth, used to chew victims during adolescence, before the digestive system was fully formed. Adult sarlaccs developed a beaked, snake-like tongue at the center of the fearsome pit, which doubled as a inner mouth.

Once the victim was swallowed, they made their way into the sarlacc's stomach to be digested, deliberately being kept alive by the beast and digested extremely slowly for a millennium. The stomach walls were lined with tentacled vessels which punctured the prey's skin and muscles before embedding them into the walls. The tentacles then injected neurotoxins into them to sedate them, prevent them from escaping while being fixed into the walls of the stomach.

The vessels also gave just enough special sustenance for its prey to enable them to live for centuries while they were digested. In addition to the acidic fluids that dissolved the outer portions of the meals, the sarlacc also processed them from within. The tendrils and vessels pumped the sarlacc's acidic blood into its victims and carried back nutrients from them. Occasionally, when a victim was digested for longer than usual, the sarlacc actually embedded them in the lining of the stomach to make room for other victims it swallowed. This was to make the stomach stronger.

Many smaller secondary stomachs were used to store prisoners for later consumption at times when the sarlacc needed larger amounts of nutrients, such as when it needed to grow, breed, or strengthen its tentacles and beak to catch stronger, larger prey. The secondary stomachs also functioned as a space to store victims when the main stomach ran out of room, although this was rare as the sarlaccs were an exceptionally feared creature in the Galaxy. The acidic fluids in the stomachs were composed of weak chemicals that took much longer to digest its food than acids in the stomach of other creatures. They specifically targeted skin and muscle tissue, because that was where the nutrients in the food were. The secondary stomachs were also lined with more vessels and were smaller and more cramped to enclose the victims in, so that the sarlacc did not have to deal with the victim trying to escape its hold. Only rare individuals such as Boba Fett were able to resist due to his sealed-tight armor.

Mating and spawning

\"It was far more plant than animal.\"

- Unidentified Jedi Knight

A Sand People legend told of how the sarlacc gave birth to itself in Tatooine's planetary core in the days before the twin suns split apart from a single star. According to this legend, it would continue to eat everything it came in contact with until eventually it was forced to consume itself. Though this was obviously not a true account of the sarlacc's origin, the Tuskens themselves refused to accept any other explanation.

When a male sarlacc, who starts off much smaller than a female made contact with a female, the male attached himself to her in a parasitic fashion. He gradually became larger as she became smaller. After several thousand years the female is digested into oblivion and he becomes the equivalent size of her, replacing the area where she once existed. The male then injected sperm into the spore production sac. Afterwards, the melded couple released the fertilized spores, which could leave the atmosphere and travel long distances through the Galaxy to other planets. Because of this fantastic ability to propagate, the species' point of origin was never accurately determined. Once the spore settled down, it attached itself to an organism and sucked blood from it to feed itself. After detaching, it developed into a more mobile larva and was able to hunt and consume prey.

As it grew, the voracious larva would eventually challenge larger creatures. If the sarlacc larva was consumed by a bigger creature, the larva would kill it and eat it from the inside, assuming its consumer had swallowed it in more or less one piece. During this stage, it developed into a large worm-like creature with many tentacles and a beak-like maw. Eventually, the larva would dig itself into a pit, growing roots to anchor itself in the ground while it grew into a full sized sarlacc, becoming largely immobile and more plant-like. The roots also functioned to absorb additional nutrients from the ground as a precaution against shortages of prey. A larger mouth formed around the beak, which became more like a tongue.

Semi-sentience

\"Sarlacci do interesting things with messenger RNA: over the course of millennia, they can attain a sort of group consciousness, built out of the remains of people they've digested.\"

- Unidentified Jedi Knight

Jabba Desilijic Tiure sentenced Luke Skywalker and his companions to \"death by sarlacc\" in 4 ABY. Prior to his execution, Luke Skywalker was able to retrieve his lightsaber from the astromech droid R2-D2 and free his companions. In addition to numerous other casualties during the ensuing battle, Han Solo obliviously knocked the notorious bounty hunter, Boba Fett, into the pit with a force pike. However, Fett remained alive and—using his jetpack and weapons—blasted himself out some time later, becoming one of the only beings ever known to escape from a sarlacc's belly alive.

While studying a holographic recording recovered from Fett's helmet camera, Senior Anthropologist Mammon Hoole discovered an unsettling revelation: the beast apparently possessed the ability to telepathically torture its prey. In this recording, Fett appeared to be reacting to stimuli that did not exist, suggesting that sarlacc were capable not only of communication, but apparently of malevolence, feeding off the fears of their prisoners. This led Hoole to classify the sarlacc as a semi-sentient creature. It was also believed that the consciousnesses of the sarlacc's victims joined to create a huge network of awareness. The victims were able to communicate with one another through this ghoulish network. As the sarlacc absorbed the thoughts of its victims, it would become more and more intelligent, to the point where a sarlacc could almost predict what its victims would do in its stomachs to try and escape, or when it was hunting its prey.

The only other being known to have escaped the sarlacc was Zorba the Hutt who was swallowed by the Sarlacc, but was regurgitated shortly thereafter. According to Zorba, the reason for his survival was that no sarlacc could possibly hope to digest a Hutt.

Darth Vader's secret apprentice, Starkiller, was the only being known to have voluntarily journeyed inside a sarlacc, on Felucia. He survived the digestive mechanisms and escaped unharmed.

Another mysterious and unique incident occurred with the Tatooine Sarlacc and a girl called Shaara. While she fell into the Great Pit of Carkoon, she was thrown back out before any attempt was made to digest her, unlike the stormtroopers that had given her chase. There were no clear reasons why the sarlacc had spared her.

The sarlacc of Tatooine identified itself closely with one of its first victims, a Choi named Susejo. Oddly enough, Susejo and the beast had seemingly merged in consciousness to the point where the former could control the actions of the latter.

The fibrous vessels in the stomachs connected victims together. The digestive fluids and the sarlacc's blood traveled through the vessels and into the victims, which were connected in the manner of an electrical current, bringing the victim's minds, thoughts, bodies, and spirits together, keeping them at one with the sarlacc's body, brain, and soul.

Having long admired the patience of the sarlacc, the Jedi Order named a form of lightsaber combat, Shii-Cho, after the beast.

Known locations

\"It's rare for a sarlacci spore to survive a landing in a desert environment; they're best suited to wet environments, though they can survive almost anywhere.\"

- Unidentified Jedi Knight

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If the Sarlacc fails a saving throw, it can choose to succeed instead.

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The sarlacc's weapon attacks are considered enhanced.

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The sarlacc is resistant to damage from sources beyond 60 feet and immune to damage from sources beyond 120 feet.

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The sarlacc can have up to eight tentacles at a time. Each tentacle can be attacked (AC 18; 40 hit points; immunity to psychic damage). A tentacle can also be broken if a creature takes an action and succeeds on a DC 22 Strength check against it. Destroying a tentacle in either way deals no damage to the sarlacc, which can extrude a replacement tentacle on its next turn, but it causes the sarlacc to spend a legendary action for no effect. If the sarlacc has no legendary actions remaining this turn to spend, the sarlacc regains one fewer spent legendary actions at the start of its next turn than it would otherwise regain. The sarlacc can be forced to spend no more than two legendary actions in this way.

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.

The sarlacc makes three tentacle attacks, each of which it can replace with one use of Bite.

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Melee Weapon Attack +14, Reach 60 ft., One target. Hit : 26 (4d8+8) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The sarlacc has eight tentacles, each of which can grapple one target.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 30 (4d10+8) kinetic damage.

If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the sarlacc can't bite another target.

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.

The sarlacc makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sarlacc, and it takes 35 (10d6) psychic damage at the start of each of the sarlacc's turns. A creature reduced to zero hit points this way stops taking the psychic damage and becomes stable. If the sarlacc takes 40 damage or more on a single turn from a creature inside it, the sarlacc must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the sarlacc. If the sarlacc dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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.

The sarlacc releases pheromones in a 300 foot radius. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save the creature is charmed by the sarlacc for 1 minute. While charmed this way, the target tries to get as close to the sarlacc as possible, using its actions to Dash until it is within 5 feet of the sarlacc. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the sarlacc's Pheromones for 24 hours.

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The sarlacc sends a shockwave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 round. Each creature on the ground in the area must succeed on a DC 22 Constitution saving throw. A creature takes 41 (6d10 + 8) sonic damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. A creature that fails the save by 5 or more is pulled 15 feet downwards and towards the sarlacc.

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The sarlacc pulls each creature grappled by it up to 30 feet straight towards it.

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The sarlacc makes one tentacle attack.

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The sarlacc makes one bite attack or uses its swallow.

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DesignationNon-sentient
Distinctions

Bristled back

Homeworld

Endor

Boar-wolves, also known as borras, were non-sentient, bristle-backed creatures that lived on Endor, a forested moon that orbited the planet of the same name. They were killed for their meat by the Ewoks, a species of diminutive sentients native to Endor. Ewok hunting parties who managed to bring back boar-wolf meat were considered to have been lucky. Some Ewoks also crafted knives from boar-wolf teeth.

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If the boar-wolf moves at least 20 feet toward a target and hits it with a tusk attack on that turn, the target takes an extra 7 (2d6) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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If the boar-wolf takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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Skin colorGolden
HomeworldYavin 4
HabitatRain forest
Diet
  • Fish
  • Weeds

Whisper birds were a species of golden-colored bird native to the moon Yavin 4. The birds lived in the moon's rain forests, silently traveling in flocks and roosting in the massassi trees that grew there. The birds could also be found on Coruscant and Null.

The whisper bird had a distinct low-pitched call. Their ability to fly silently inspired the name 'whisper bird,' and they used that ability when hunting. Wild whisper birds subsisted on a diet of fish and weeds. Though hunters themselves, packs of predatory stintaril rodents would sometimes attack and overwhelm whisper birds while they were roosting.

Following the Clone Wars, the cartographer Auric Graf owned a Mu-class shuttle named Whisper Bird due to its long bronze wings and perched appearance when landed.

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

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The whisper bird has advantage on Wisdom (Perception) checks that rely on sight.

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The chemist is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 44 tech points.

The

chemist knows the following tech powers:

At will: acid splash, cryogenic burst, jet of flame, poison spray

1st level: absorb energy, condense/vaporize, cryogenic blast,

poison dart, smoke cloud, oil slick

2nd level: acid dart, cryogenic volley, paralyze humanoid,

pyrotechnics, toxin purge

3rd level: cryogenic suspension, debilitating gas, explosion,

protection from energy

4th level: corrosive sphere, cryogenic storm

5th level: toxic cloud

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The senior scientist is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points.

The scientist knows the following tech

powers:(6th level and above powers are usable 1/day)

At will: acid splash, cryogenic burst, jet of flame, poison spray

1st level: absorb energy, condense/vaporize, cryogenic blast,

poison dart, smoke cloud, oil slick

2nd level: acid dart, cryogenic volley, paralyze humanoid,

pyrotechnics, toxin purge

3rd level: cryogenic suspension, debilitating gas, explosion,

protection from energy

4th level: corrosive sphere, kolto reserve, cryogenic storm

5th level: cryogenic spray, toxic cloud

6th level: carbon fog, carbonite, firestorm

7th level: neurotoxin

8th level: incendiary cloud

9th level: carbonite explosion

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 5 (1d6+2) sonic damage

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Average length4,5 meters
Average mass2.000 kilograms
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +12, Reach 10 ft., One target. Hit : 18 (2d10+7) kinetic damage plus 7 (2d6) poison damage.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage

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Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Njg1NDA4YmNkNzgw","flags":{},"name":"Venom Spray (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

.

The dragon spits poison in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"Yjg1NGFlZDdiYzNi","flags":{},"name":"Detect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

.

The dragon makes a Wisdom (Perception) check.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OWQ1OTNlN2VlZWI0","flags":{},"name":"Swat Away","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage.

If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MTAwNTYxMjIyOTgw","flags":{},"name":"Tail Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000}]} -{"_id":"Ho1EN73VEVF3b7Qw","name":"**Wookiee Engineer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":60,"min":0,"max":60,"temp":0,"tempmax":0,"formula":"8d8+24"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":60,"min":0,"max":60},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

","public":""},"alignment":"Unaligned","species":"","type":"humanoid","environment":"","cr":4,"powerLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 13","languages":{"value":[],"custom":"Galactic Basic, Shyriiwook"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","token":{"flags":{},"name":"Wookiee Engineer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Ho1EN73VEVF3b7Qw","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":60,"max":60},"bar2":{"value":15,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmNjMDQzMzg4ZmRi","flags":{},"name":"Brute","type":"feat","img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","data":{"description":{"value":"

A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZmNiZjRmMTEyYWM5","flags":{},"name":"Berserk Charge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","data":{"description":{"value":"

If the wookiee surprises a creature and hits it with an attack during the first round of combat, the target takes an extar 7 (2d6) damage from the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MWMxNWU4OWZiNTcy","flags":{},"name":"Tech Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","data":{"description":{"value":"

The wookiee engineer is a 5th level tech caster (tech save DC 13, + 5 to hit with tech attacks). The

wookiee engineer has 23 tech points and knows the

following tech powers:

At will: electrical burst, mending, on/off

1st level: element of surprise, kolto pack, repair droid

2nd level: hold droid, overheat

3rd level: enhance weapon, fabricate trap

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZDUxZmM5NmQ4N2Zl","flags":{},"name":"Vibroaxe","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} -{"_id":"HqtoFp9E2XpbWol0","name":"Junk Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor scraps"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8+4"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"I created me! They junked me after a century of loyal mechanical service. So I repaired myself.\"

- Proto One

CreatorSelf-made
ClassJunk droid

Junk droid was a common designation for various self-made droids, created from leftover spare parts. Because of their mashed-together programming they were considered dangerous by most civilized people, for they could go on a rampage, confuse orders, or even start building more of their own kind when having enough junk to do so.

History

After the Clone Wars, many groups turned to recycling, rebuilding and re-purposing the enormous amount of broken high-tech machinery left on the ravaged battlefields and on the junk worlds such as Raxus Prime, and Lotho Minor. These junk droids were built out of almost any spare droid and/or vehicle parts and were capable of performing a large variety of tasks. They could be roughly divided into three large categories: regular, brute and behemoth droids. Regular droids, fairly fragile and often equipped with shields, were approximately Human size and shape and generally used for common labor tasks. Brute droids were larger, stronger and solid rather than flexible and used as brute-force bodyguards or beasts of burden. Special-build behemoth droids served as walking power plants or armor carriers. On Raxus Prime, Jedi Kazdan Paratus used junk golems, held together only by the power of the Force. Junk droids were fairly common right after the Clone Wars, but as the supply of high-tech components decreased, so did the population of junk droids. Scrap drones were flying junk golems designed specifically to combat Darth Vader, who Kazdan knew would one day find him. Capable of creating a powerful negative feedback field, they could attack with a beam that drained force energy from its victims.

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

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The junkyard droid makes two blaster carbine attacks or two vibroblade attacks.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 5 (1d6+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Average Height1 meter
Skin Color
  • Green (youth)
  • Purplish yellow-gray (adult)
Homeworld
Coruscant

Hawk-bats were reptavian creatures with a curved beak and leathery wings that could be found on urbanized worlds like Coruscant and Taris.

Overview

They were believed to be one of the two only native Coruscanti species left in existence (the Thrantcill being the other). Both were feared and admired, although they were considered an elegant species. To get on a hawk-bat's bad side could be very dangerous. As a result, very few lived in captivity.

Because of this, they became a symbol for many swoop gangs and pirates. The lightsaber form Ataru was named after the hawk-bat. One of the battalions which fought under the 101st Regiment during the Clone Wars was also known as the Hawkbat Battalion.

The wingspan of a hawk-bat averaged 1.5 meters. The wings consisted of a thin membrane stretched over a series of wing-bones. The membrane itself was studded with spiky growths. The hooked beak of a hawk-bat contained tiny teeth that could tear prey to shreds, which they found with a combination of accurate eyesight and echolocation.

Flocks of hawk-bats would hunt and attack their prey as if they were one. Though they favored granite slugs and shadowmoth larvae, hawk-bats would feed on anything that moved. Even large enemies could be taken down by a large flock of hawk-bats. Though a solitary hawk-bat could prove to be a significant threat, it was weaker when it was alone.

If one hawk-bat was disturbed, all of its companions would attack the aggravator at once. They usually traveled in large flocks through the pipes and lower levels of Coruscant. Every few months, they migrated despite lack of seasons within the lower levels. Because of this, many scientists came to believe that hawk-bats evolved during the ancient times of Coruscant, making them the only known species to survive Coruscant's urbanization. Hawk-bats hated the cold and usually stayed away from it. Many lived on power cables or in heated vents, hanging upside down from warm pipes below buildings.

Like other avian species, the young of hawk-bats hatched from eggs. They lacked the feathers exant in most avian species, but were covered in leathery scaled skin normally found in reptiles and were thus actually reptavians. To keep their young safe during this critical period, hawk-bats would camouflage the brown and green eggs as best they could to make them appear to be mere rocks. And though the eggs may have looked abandoned by their parents, it was certain that one of them—most likely the mother—was keeping eye on the nest from a distance.

Hawk-bat mothers were extremely protective of their young. Any predator who saw through the camouflage and threatened the eggs would quickly learn the full fury of a hawk-bat mother's wrath.

When they hatched from their eggs, young hawk-bats had green skin and were fully independent. Upon reaching maturity, the hawk-bat would shed its green skin and emerge with purplish-gray skin.

Hawk-bat as delicacy

Sometime before or during the Imperial Period, Ortolan chef Handree Braman discovered that hawk-bat flesh was edible. He recommended cooking it at 1,000 degrees for no more than twenty minutes.

Many beings found hawk-bat meat delicious, and hawk-bat eggs were considered a delicacy. Emperor Palpatine had a private aviary of hawk-bats in the Imperial Palace on Coruscant, where he and guests could have hawk-bats at their leisure.

Hawk-bats managed to survive the Yuuzhan Vong War, and seem to have adapted to Coruscant's newly introduced biological components.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small hawk-bats. The swarm can't regain hit points or gain temporary hit points.

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The swarm can't use its blindsight while deafened.

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The swarm has advantage on Wisdom (Perception) checks that rely on hearing and sight.

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Melee Weapon Attack +4, Reach 0 ft., One target. Hit : 11 (2d8+2) kinetic damage.

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Melee Weapon Attack +4, Reach 0 ft., One target. Hit : 6 (1d8+2) kinetic damage

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\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

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The wookiee's weapon attacks score a critical hit on a roll of 18-20. When the wookiee scores a critical hit, it rolls the damage dice three times, instead of twice.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTM4ZTNiMDBlMmI2","flags":{},"name":"Surprise Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/239_-_Wookiee_Hunter/avatar.webp","data":{"description":{"value":"

If the wookiee surprises a creature during the first round of combat, the wookiee has advantage on the first attack roll against that creature. If the attack hits, it is considered a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MDUyM2VmZDJiMDc0","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

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The wookiee makes two melee or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 9 (1d10+4) energy damage

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The wookiee sprays a 10-foot-cube area within 40 feet Each creature in the area must make a DC 15 Dexterity saving throw, taking 9 (1d10 + 4) energy damage on a failed save.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The Rancor deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"Yzg0NzIwYWJhYmVl","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

If the Rancor fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YWM0ZjE4MTVkY2I3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Rancor can use its Frightful Roar. It then makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MGRmODdkYzhmNTBl","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 10 ft., One target. Hit : 20 (3d8+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"MTNhMDU1ZTU1MTRj","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 26 (3d12+7) kinetic damage.

If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"NjI3M2ZjYzFjZDZi","flags":{},"name":"Throw Boulder","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +13, Range 60/240 ft., One target. Hit : 33 (4d12+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d12+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"ZGMwZmM0NjExNWIy","flags":{},"name":"Frightful Roar","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

.

Each creature of the rancor's choice within 90 feet of it must succeed a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Rancor is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the rancor's Frightful Roar for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MDU2NTExZDA0ZjM4","flags":{},"name":"Swallow","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

.

The Rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Rancor, and it takes 35 (10d6) acid damage at the start of each of the Rancor's turns. If the Rancor takes 35 damage or more on a single turn from a creature inside it, the Rancor must suceed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZjY2ZGE4MDc5OWRh","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 10 ft., One target. Hit : 20 (3d8+7) kinetic damage.

The Rancor makes one claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"ZGIzOWVhMmQ4Mzlh","flags":{},"name":"Throw (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +13, Range 60/240 ft., One target. Hit : 33 (4d12+7) kinetic damage.

The Rancor uses its throw boulder.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d12+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NjZlYjljZWI4YmJh","flags":{},"name":"Chomp (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 26 (3d12+7) kinetic damage.

The Rancor makes one bite attack or uses its swallow.

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

- An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 5 (2d4) poison damage.

The target must then succeed on a Constitution saving throw (DC 15) or become poisoned.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 13 (2d6+6) kinetic damage plus 5 (2d4) poison damage

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The dragon spits its poisonous saliva in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) tocin damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage.

If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

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Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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During the war, the shortening supply of ARCs and their high demand for tactical missions forced the GAR to look for clone troopers to fill their role. As early as 21 BBY, clone troopers who demonstrated exceptional ability could be promoted to ARC trooper and would receive similar duties, though they were not genetically engineered in the same ways as the Alpha and Null classes and lacked ARC training. In this manner, clone troopers Fives and Echo of the 501st Legion were given the designation of ARC Trooper following their successful defense of Kamino.

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The ARC trooper has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

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On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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The ARC trooper has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The ARC trooper adds it's ability modifier to two-weapon fighting damage. Additionally the ARC trooper gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The ARC trooper makes two weapon attacks and can make one offhand attack as a bonus action.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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\"I see battle droids… and something else!\"

\"Perhaps the Geonosians have upgraded the battle droids. These may be more formidable.\"

- Jedi Siri Tachi and Adi Gallia

Manufacturer
  • Baktoid Combat Automata
  • Geonosis Industries
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine programming
Sensor colorRed
Plating color

Dull silver (can be camouflaged)

The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved the need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

Characteristics

One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. In some cases the weapons were replaced with a TriShot weapon system. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

History

Clone Wars

\"They've sent in the supers!\"

- Various clone troopers

The B2 was preceded by the lesser-used prototype beta version. Soon after the Invasion of Naboo, the Trade Federation was researching a new type of battle droid. Commandos from the Royal Naboo Security Forces seized the research facility and discovered the data about this new battle droid.

During their first deployment at the Kashyyyk Trade Rebellion in 28 BBY, the new B2 designs proved to be a match for the local Wookiee warriors.

Super battle droids saw use throughout the Clone Wars as soldiers for the Confederacy along with its smaller cousins and the dreaded droidekas. Most super battle droids wore an unpainted dull silver tone, likely to differentiate them from the tan coloration the Confederacy used for its standard battle droids, or perhaps due to varying manufacturers. On occasion, they would be painted with green markings for camouflage.

Some Super Battle Droids were used as scouts to observe the plains of Geonosis, mostly because of their brute strength and their ability to destroy modest ground targets. This pleased many of the local Geonosians affiliated with the CIS, thus sometimes using the B2s as \"spire guards.\"

The droids eventually were able to express certain emotions, though having catastrophic grammar. They possessed a more violent temperament than the B1 model, to the point they would even strike down allied units in order to quickly intercept enemy targets, as seen in the First Battle of Geonosis. As well as that, they were also considerably more durable and intelligent, capable of easily withstanding light blaster bolts.

Super battle droids were often retrofitted with adversarial specific parts. However, this method was introduced late in the war and had little effect on the outcome of the conflict. One known model change was the introduction of the grapple droid, which had heavier armor and a larger frame. This droid was programmed to be a close combat model able to receive primary lightsaber slashes and disable enemies through its electrified claws. Another specialized variant was involved in the release of the swamp gas toxin on Ohma-D'un. The D-60 assault droid, another variant, was used in the Battle of Cartao by CIS forces. two jetpack-equipped variants of the droid, the jump droid, and the rocket droid, were also developed. Other variants included super battle droids armed with various weapons, such as the Mortar Super Battle Droid, the Anti-Air Super Battle Droid, and the Repeater super battle droid. A more heavily armed and armored version was the Heavy super battle droid, and orray troopers were B2 droids armed with flamethrowers which rode orrays. These variants were produced at Geonosian troop centers.

During the third battle of Felucia, the Separatist deployed an experimental model of super battle droid. This model was the B2 Assault, which was an upgraded version of the preexisting B2-HA super droid. During the battle the CIS also deployed the B2 soldier, and this model of super battle droid was used to attack a Republic outpost staffed by Graul Company, and these units had green markings.

The B2 battle droid was designed by the Techno Union using the existing B1 design as a template. After prototypes were successfully tested, Count Dooku struck a deal with Poggle the Lesser, Archduke of Geonosis, to mass produce these droids.

Further orders were placed on worlds controlled by Baktoid and quadrillions of B2s were soon running off the assembly lines. Despite their advantages and ease of production, however, they were not manufactured as extensively as their inferior cousins, the B1s.

During the Clone Wars, B2s would become an important component of the Separatist Droid Army. They participated in most battles in that conflict including the Battle of Geonosis, Battle of Muunilinst, Battle of Coruscant, and Battle of Kashyyyk, and innumerable others throughout the galaxy. B2s were used as shooting range targets as part of the training of clone sharpshooters. A training model was used on Kamino for the training of Clone cadets.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, the B2s were deactivated.

Post-Clone Wars

A few years after Order 66, Gizor Dellso reactivated a droid factory on Mustafar. Among the reactivated production lines were a few lines that produced B2 battle droids, providing Dellso with an acceptable amount of B2's in his droid army.

After the Clone Wars, a few entrepreneurs found warehouses filled with the droids. Many were sold to gangs or major crime lords for enforcement. Others would be used by the various Separatist holdouts. Like some B1 battle droids, B2s were also used as guards inside the Death Watch bunker on Endor. Borvo the Hutt owned several super battle droids to defend his vault on Naboo.

During the Yuuzhan Vong's invasion of the galaxy, many B2 droids used by the Galactic Alliance made up a force known as the Orange Panthacs, which beat back an occupation force of Fire Breathers on Mantessa.

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

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The super battle droid makes two weapon attacks with its strike or wrist blaster.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"ZWY1YWNkYzYxYTY4","flags":{},"name":"Wrist Blaster","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/163_-_B2_Series_2C_B2-HA/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"Y2UzNWZlYzBjNTE2","flags":{},"name":"Wrist Blaster Volley (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/163_-_B2_Series_2C_B2-HA/avatar.webp","data":{"description":{"value":"

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The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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Each creature in a 20-foot-radius sphere centered on a point that you can see within 150 feet must make a DC 13 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase III Dark Trooper

The Phase III dark trooper was the last and most powerful dark trooper exoskeleton/droid. It dwarfed even the Phase II dark trooper, and was intended to be the armor of the next generation of stormtroopers. It was sometimes even classified as a bipedal tank.

The Phase III trooper's standard weapon complement included a large handheld assault cannon and two shoulder-mounted seeker missile launcher racks that were hidden under the suit's shoulder plates when not in use. They were issued additional fragmentation grenades, thermal detonators, and concussion grenades. Phase III Dark troopers wore black armor made of the nearly indestructible metal phrik, mined on the moon Gromas 16. It provided superior protection against enemy fire including energy weapons such as lightsabers. Some of the Phase III Dark Troopers also were equipped with an array of integrated weaponry, including a pair of dual blaster cannons, two in each wrist, and six PLEX rocket tubes located under the shoulder plates, three per shoulder.


The Phase III troopers were the ultimate battle droid: an amalgam of a clone's creativity, unpredictability, and initiative combined with the resilience and firepower of a heavy battle droid. However, it could also serve as an exosuit for living soldiers.

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When the droid drops below half its hit points (85), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NzBiMjlmOTg0MmUx","flags":{},"name":"Phrik Skeleton","type":"feat","img":"systems/sw5e/packs/Icons/monsters/301_-_Dark_Trooper_2C_Phase_III/avatar.webp","data":{"description":{"value":"

While the Droid has half or more of it's maximum hit points (85), the Phase III Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase III Dark Trooper is designed to be used as a combat exoskeleton as well as a fully autonomous droid. If the Dark Trooper is being used as armor, the individual’s Str and Con mods are replaced by those of the suit. It also replaces condition immunities and damage resistances/immunities with the ones of the individual using it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"N2NlMDhkYWE1NzU2","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/301_-_Dark_Trooper_2C_Phase_III/avatar.webp","data":{"description":{"value":"

If the Phase III Dark Trooper fails a save, it can choose to succeed instead.

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The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

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.

The Phase Three Darktrooper can make four Assault Cannon or strike attacks or two Shoulder Missile Launcher attacks.

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Ranged Weapon Attack +7, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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.

The Phase III Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Ranged Weapon Attack +7, Range 240 ft., One target. Hit : 7 (1d8+3) kinetic damage.

Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 9 (2d8) kinetic damage on a failed save.

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.

The Dark Trooper unleashes a salvo of micro missiles at a point within 240ft. Every creature within thirty feet of the point chosen must make a Dexterity saving throw (DC 15), taking 35 (10d6) Kinetic Damage on a failed save or half as much on a successful one.

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.

The Dark Trooper throws a grenade choosing a point within 40 feet, each creature within 10 feet must make a DC 12 Dexterity saving throw, taking 14 (4d6) on a failed save or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000}]} -{"_id":"JZ9SpJueNcVHB2rR","name":"Mnggal-Mnggal, Gray Pudding","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":1,"min":3,"mod":5,"save":9,"prof":4,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":20,"proficient":1,"min":3,"mod":5,"save":9,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":9,"prof":4,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":181,"min":0,"max":181,"temp":0,"tempmax":0,"formula":"19d10+76"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","movement":{"burrow":0,"climb":30,"fly":0,"swim":30,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":181,"min":0,"max":181},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 7 (2d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 17 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 17 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to four Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

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Mnggal-Mnggal has advantage on saving throws against force powers.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

The Mnggal-Mnggal makes 2 pseudopod attacks.

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Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage plus 7 (2d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 17). A grappled target takes 7 (2d6) acid damage at the start of its turn.

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.

The Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 14 Dexterity saving throw or take 11 (2d10) acid damage on a failed save. A target that failed the save must make a DC 16 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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.

The Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d6+5) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

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.

The Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 15 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 16 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"MjkzZTM0ZmE2ODZj","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Statement: I see you have purchased me, master. I find this a satisfactory arrangement. Am I to accompany you now? Shall I kill something for you?\"

―HK-47 to Revan

Manufacturer
  • Czerka Corporation
  • Confederacy of Independent Systems
CostNot available for sale (estimated 24.000 credits)
Height1,8 meters
GenderMasculine programming
Sensor colorOrange
Plating colorRusty red
ClassAssassin/protocol droid
Degree4th degree droid

The HK-series assassin droid, also known as the HK series protocol droid, was a series of combination of assassin droids and protocol droids. The series designation stands for \"Hunter Killer,\" befitting their primary functions as assassins. They were originally manufactured by Czerka Corporation, then eventually by the Confederacy of Independent Systems.[2] Their ability to perform the functions of a protocol droid became a major reason for their unmatched lethality, as they could and would often act as normal (if quite sinister looking) protocol droids, thus concealing their true function and allowing them to get closer to intended targets.

History

Old Republic era

The first HK droid was Czerka Corporation's prototype HK-01. This progenitor of all HK-series droids was responsible for the Great Droid Revolution on Coruscant. He was destroyed by the Jedi Master Arca Jeth and the revolt was ended.

Seeing the effectiveness and potential of the HK series after witnessing the havoc HK-01 caused, the Czerka Corporation improved the design into the HK-24 series assassin droid. The HK-24 met little success on the market, as few had want of an assassin droid. Czerka halted production of the HK-24 and sold the entire remaining inventory to Arkoh Adasca, the head of Adascorp. Arkoh deployed the HK-24s to capture Gorman Vandrayk and as guards of various prisoners. The HK-24s were finally all destroyed during the First Battle of Omonoth while trying to protect their owner.

A unique, custom model, HK-47, was constructed by Revan shortly after the Mandalorian Wars using schematics of the HK-24. Despite looking more similar to the HK-01 prototype, HK-47 was much improved over the HK-24, and successfully assassinated several targets, including many Jedi. This was due to HK-47's extensive knowledge of how Jedi behaved and how to best counteract their Force abilities. Due to his large degree of autonomy and adaptive programming, HK-47 went on to become the longest surviving, most infamous, and most effective of the HK series.

Due to the effectiveness of HK-47, Revan also designed the HK-50 series assassin droid. With the HK-50s, Revan improved their armor and weapon proficiency, installing high yield explosives within their chassis, improving their self-maintenance capabilities and removing the static from their vocabulators. While the HK-50s were in many ways an improvement on HK-47, they were designed more for mass casualty infliction than their predecessor as they preferred killing as many targets with as little effort as possible. Originally designed to infiltrate and destroy Republic ships that would not defect to Revan's cause, Revan was defeated before he could deploy them. The HK-50s were instead deployed to capture any survivors of the First Jedi Purge after G0-T0 discovered them. The Jedi exile, Meetra Surik, was the primary target of the HK-50s and they pursued her across the galaxy, killing any who got between them and the exile. Ambushing her on the Republic ship Harbinger, the Peragus Mining Facility, the planet Telos IV, and the moon Nar Shadaa. The HK-50s proved persistent predators, using their greater numbers to their advantage. Sometime after, the Republic banned the ownership, manufacture, and use of HK series droids.

Close to the end of the Great Galactic War, Czerka Corporation manufactured several HK-51 droids at the behest of the Sith Empire. The HK-51s were designed for precision, specific assassinations, instead of mass casualties that the HK-50s preferred. Improving massively over their predecessors, HK-51s came preinstalled with a variety of weapons and abilities. Beyond a 21% improvement in blaster accuracy and thicker durasteel armor over the HK-50 model, HK-51s also came with micro-missile launchers instead of previous model's flamethrowers, a stealth field generator, greater mobility, and improved protocol functions. The HK-51s also had unique failsafes of their programming. The first caused the unit's assassination protocols to degrade, severely affecting their combat performance, until the HK-51 could no longer function at all, unless the HK-51 successfully assassinated a highly important figure in Republic Space. An exploitable flaw in this was that the subroutine did not specify who the target was loyal to. The second was a loyalty subroutine which would cause the HK-51 to be only loyal to a single owner and whoever that owner authorized. This was to prevent the HK-51 from being reprogrammed to assassinate their owner. One of the few, if only, shipments of HK-51s was stolen by the Dread Masters and was shot down onto the planet Belsavis where it sank into the ice. The crash caused almost all units onboard to be irreparably damaged and the ship was undiscovered until years after the war. After the ship's rediscovery, a spacer who would become known as The Outlander managed to repair and reactivate the sole salvageable HK-51 and had the droid serve as their personal assassin and bodyguard during their travels. HK-51 later joined the Eternal Alliance, and was found talking to a drunken Tora who had mistook him for HK-55.

During the Galactic War, a small number of an unknown model HK droids (labeled \"Imperial Shock Droids\") were dispatched by the Sith Empire to help protect a captured smuggler's hanger on Corellia. Despite proving to be tougher combatants than any surrounding Imperial troops, these HK units were destroyed by a trooper from the Republic's Havoc Squad special forces unit.

Sometime after the appearance of the Eternal Empire, a droid called HK-55 was assigned to Lana Beniko as her bodyguard during her mission into Zakuul to free the Outlander. Unlike previous models HK-55 was designed and programmed as a bodyguard, instead of an assassin. His primary programming was to protect those in his charge against any and all threats, as well as assist them with daily operations. Thus his programming was closer to a steward droid that any previous model. After Lana freed the Outlander and their ship crashed, HK-55's sensors detected a massive unknown object with a large power source. He and the Outlander investigated, during which the Outlander inquired more about the droid. After locating the object and identifying it as the mythical \"Gravestone\" starship, HK-55 assisted with its repairs, as well as performing defensive patrols against hostile wildlife or Zakuul military forces. Once the repairs were complete, as well as fighting off the Zakuul forces that discovered them, HK-55 and the rest of the crew successfully managed to escape Zakuul onboard the Gravestone. After escaping into hyperspace (the trip being short-lived due to the Gravestone's hyperdrives being in a poor state of repair), the crew landed at the outlaw port of Asylum. HK-55 accompanied the Outlander on a few of his missions around the port, one of which wound up with a ion wall disabling him and erasing his memory of the past several hours. When Zakuul forces, lead by Emperor Arcann himself, attacked the port, HK-55 and Koth Vortena planted several explosive traps and ambushed teams of Zakuul forces while the Outlander worked to free the Gravestone from Asylum's gravity tethers. HK-55 was seemingly destroyed when he sacrificed himself to save the Outlander by throwing himself between the Outlander and a powerful force attack launched by Arcann. Due to wounds suffered in the battle, the Outlander was unable to recover HK-55's body. If asked if HK-55 had a back up, Lana Beniko responds that he specifically refused to have one made as he did not wish to live forever. SCORPIO quips that the HK-55 was an inferior droid, provoking a death threat from Lana Beniko. The Outlander states that HK-55 died as a true hero.

HK-55 was later repaired (the repairs were a little improvised, presumably due to HK parts being quite rare), but his memory core was beyond salvaging and needed a complete replacement. This left him amnesiac and in need of new assassination protocols. The Outlander helped retrain/reprogram him and he was soon back to combat duty. HK-55 was later stolen by the terrorist known as the Shroud. While making his escape to reunite with the Outlander, HK-55 encountered a duplicated HK-47's head (including memory and personality cores). This explained how HK-47 had been re-encountered across the galaxy, despite being seemingly destroyed several times. The duplicated HK-47 was destroyed when a war bot attacked HK-55. Near his escape, HK-55 fought against another HK-55, one built from copies of his designs, memories, and personality, although this HK-55 was programmed to be loyal to the Shroud. Despite being freshly produced, the duplicated HK-55 is defeated by his template, but not before activating the Shroud's hideout's self-destruct. While the Duplicate shut down from combat damage and was presumedly destroyed in the explosion, the original HK-55 managed to escape and returned to the Outlander's side.

During the war with the Eternal Empire, the bounty hunting guild \"GenoHaradan\" attempted to assassinate the Outlander and Sith Empress Acina on Dromund Kaas. During the attempt, the GenoHaradan deployed several HK units, called GenoHaradan Assassin Units, to assist them in their hunt. These HK units proved outmatched by their quarry and were destroyed.

An unknown HK unit was owned by Sith Master Darth Scabrous. This HK was highly modified (able to withdraw and analyse blood samples with a built in syringe, as well as having several onboard weapon systems like a mortar cannon) and had gained full sentience. Due to this, Scabrous had a restraining bolt installed onto the HK to keep him subservient. During the \"blackwing\" virus outbreak at Scabrous's Sith Academy on Odacer-Faustin, the HK's restraining bolt was removed. He swiftly rebelled against his former master by assisting several of Scabrous's prisoners escape the Academy. To prevent his new-found allies' ship from being shot down by the Academy's defense cannons, the HK sacrificed itself by reprogramming the cannons to fire on Scabrous's tower (where the cannon's controls, and the HK itself, were located). A unique quirk with this HK unit was that, once its restraining bolt was removed, it ceased to preface its dialogue with the purpose of the sentence (i.e. Statement, Query, Thinly-Veiled Mockery, etc).

Clone Wars and Galactic Civil War history

Eventually, the knowledge of the HK series became lost to time. This was until members of the Confederacy of Independent Systems discovered the wreck of a ship on Mustafar that contained the deactivated HK-47. Quickly realizing that HK-47 was superior than any droid they had ever seen (due to them activating HK-47 and the ancient droid proceeding to effortlessly slaughter several engineers and B2 battle droids), the engineers proceeded to build newer models that combine elements of HK-47's design with designs from their current battle droid models. They produced several prototypes including: HK-57s, HK-58 Aurek and HK-58 Besh, HK-67s, and the HK-Taskmaster, before settling with the HK-77s. These versions of the HKs were more similar to battle droids than their predecessors were, being meant for more frontline combat. They had blasters attached to the ends of their arms, hindering them from posing as protocol droids, and they were not as deadly or armored as their predecessors. Unfortunately for the Separatist engineers, Darth Vader arrived on the planet under the orders of the newly christened Emperor Palpatine and killed every member of the engineering team. HK-47, having had his data drive, behavior core, and personality core uploaded to the ship wreck before his body was taken by the engineering team; as well as the new HK battle droids, lay undiscovered for over 20 years. Upon rediscovery by a group of spacers, HK-47 managed to convince them to help him take control of the old droid factory. The group succeeded in their missions, only to be double crossed by HK-47. He used the droid factory to create a new body that was similar to his old one, installed himself into it. HK-47 then went on to gather all the old droids, including the various HK battle droids, to begin a war with all organic life. HK-47 ultimately failed as the spacers managed to destroy his factory, his army, and his body; but not before he managed to upload his consciousness to parts unknown.

Several HK-77 units were later recovered from Mustafar. Many of these units were reprogrammed and refitted as fire fighting droids via replacing their blasters with fire extinguishers and coating them in heat resistant chemicals. Another popular modification among the criminal underworld was to replace a HK-77's blasters with hands, increase their ability to calculate odds, and install data of gambling games, before using them as proxies for gambling events.

In the aftermath of the Battle of Hoth, several HK assassin droids were spotted on the ice planet.

HK protocol pacifist package

Sometime during the development of the HK-series, a module was developed that suppressed a HK's combat and assassination protocols. It appears to have been made to convert HKs into regular protocol droids, as opposed to their dual nature of assassin/protocol, probably in an attempt to better market the units.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YWYzYmI1OTExZjg4","flags":{},"name":"Droid Synergy","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

Once per turn, the assassin droid can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the assassin droid that isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDFjY2QwMmFjZTAz","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

If the assassin droid fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YmFkM2JmZmY0N2Y0","flags":{},"name":"Reactive Shield (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

Until the start of its next turn, the assassin droid has a +5 bonus to AC. This includes the triggering attack.

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.

The assassin droid makes three weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZGNhNTE4NDUxYmQw","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 9 (1d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"Yjk5MmQ2MDYyMGMy","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"MWIzZmRhYTlhYjdk","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

.

The assassin droid makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"Y2ZkZDg0YWEwNGRh","flags":{},"name":"Detect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

.

The assassin droid makes a Wisdom (Perception) check.

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.

The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000}]} -{"_id":"JuFKdba7YGWRDvPg","name":"Swoop","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":""},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"6d10-6"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":90,"swim":0,"walk":0,"units":"ft","hover":true},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":10,"min":0,"max":0}},"details":{"biography":{"value":"

Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

Speeder bikes, also known as jumpspeeders, were open-air repulsorlift vehicles that emphasized speed and maneuverability over stability. A typical speeder bike had a maximum altitude of 10 meters (32 feet) and could thus maneuver deftly over very rough terrain. Some companies manufactured extras like sidecars for speeder bikes. 

Swoop

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

A swoop, or swoop bike, was a type of repulsorlift\nvehicle designed for speed. In essence, it was a more\ndangerous version of a speeder bike that both its\nenthusiasts and its detractors described as an \"engine\nwith a seat.\" Although more powerful than speeder\nbikes, swoops were crude and lacked nesse. They\nwere hard to control, requiring instinct, strength, and\ntiming. Swoops were capable of traveling at over six\nhundred kilometers per hour. While some could travel\nseveral hundred kilometers above a planet's surface,\nthey generally kept a low altitude.\n

\n\t\t\t\t\t

Swoop races were popular on many planets across\nthe galaxy and were loved for their excitement and\noutlaw image. Swoops were to speeder bikes what\nairspeeders were to landspeeders. Swoops were often\nused by gangs and criminals, and such organizations\nbore the mantle of swoop gang. After the Galactic\nEmpire outlawed podracing, swoop racing became the\nfavored alternative. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The construct requires a successful pilot skill check (DC 15) for the pilot to take an action, bonus action, or reaction while piloting the vehicle. On a failure, the pilot does not succeed in performing the desired action or reaction. If the roll fails by 10 or more, the pilot immediately loses control of the Swoop and crashes.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

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.

As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The enforcer has advantage on saving throws against being frightened.

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The enforcer deals one extra die of damage with its weapons (included).

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When a creature the enforcer sees attacks a target other than itself that is within 5 feet of itself, it can use its reaction to impose disadvantage on the attack roll.

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.

The enforcer makes two vibroblade attacks and one shield bash.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ManufacturerBlasTech Industries
TypeBlaster cannon

The Ax-108 \"Ground Buzzer\" surface-defense blaster cannon was a type of blaster cannon and the primary antipersonnel weapon of the Millennium Falcon during its ownership by Han Solo. It could be manually operated or set for automatic targeting. The blaster cannon was manufactured by BlasTech.

Description

The \"Ground Buzzer\" had a rate of fire of 12 energy-bursts per second.

The \"Ground Buzzer\" aboard the Millennium Falcon could be operated manually from either the cockpit or by a handheld remote, or automatically via the ship's computer. In the latter instance, the Ground Buzzer's targeting computer was programmed to not fire at the Falcon's crew or allied forces, and it was also programmed to avoid hitting any part of the Falcon, including the ship's landing legs. The weapon was included with targeting sensors that sought out energy signatures from enemy weapons, with the built-in computer also determining which targets pose the most immediate threat prior to opening fire. It was also installed with a dedicated generator that ran independently from the Falcon's generator, in order to ensure that the weapon is still operable even if the Falcon's other electrical systems were shut down or otherwise have been temporarily disabled.

History

Han Solo, when making preparations for the Millennium Falcon to escape Hoth during the Battle of Hoth with Leia Organa, C-3PO, and Chewbacca, utilized the \"Ground Buzzer\" to hold off an advance of Snowtroopers from the 501st Legion long enough for the take-off preparations to be completed. Just prior to activating the cannon, Solo, in response to Organa's protest that the Falcon cannot get past the Imperial blockade, commented that the ship still had its surprises. Solo had implemented the blaster cannon onto the Falcon as a concealed weapon specifically to discourage sneak attacks while the Falcon was grounded.

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

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The sentry gun uses its Intelligence modifier for attack, damage, and initiative rolls.

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.

The sentry gun sprays a 10-foot-cube area within 100 feet with shots. Each creature in the area must make a Dexterity saving throw (DC 14). On a failure, the creature takes 9 (1d12 + 3) energy damage. On a success, the creature takes half damage.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The initiate deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YzAxOTM5ZjU4MTUx","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The initiate soldier makes two weapon attacks.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 10 (2d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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The leviathan uses Lightning Storm.

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\"What's the last thing to go through an Imperial scout trooper's head when he hits a tree? His afterburner.\"

- Joke told by Rebel forces on Endor

ManufacturerAratech Repulsor Company
ClassSpeeder
Cost
  • 8.000 credits (new)
  • 1.800 - 3.000 credits (used)
Length3 - 4,9 meters

The 74-Z speeder bike, sometimes referred to as the Imperial speeder bike due to its use by scout stormtroopers of the Galactic Empire, was a speeder bike manufactured by Aratech Repulsor Company used for reconnaissance purposes, as well as rapid transportation in combat zones.

Characteristics

They were capable of reaching speeds up to and beyond five hundred kilometers per hour, and had a flight ceiling of twenty-five meters. 74-Zs were the military variant of the civilian 74-Y. They were controlled by handlebars located towards the front of the vehicle, and foot pedals slung underneath adjusted speed and altitude.

The highly maneuverable vehicles were equipped with sensor and communications devices located between the handlebars, including a comlink and a comlink-jamming device. The speeder was equipped with terrain-following sensors that linked up with the HUD in the driver's helmet.[10] They were armed with a forward rotating blaster cannon for combat.

They were also equipped with a very powerful boost that could propel them over vast distances in a shorter amount of time. In addition, the 74-Z was stripped down to just its fundamental components, namely the engine and steering vane, in order to increase its overall speed, and as such a single, scaled-down, forward-facing blaster cannon was fixed on the undercarriage. Rebel ace pilot Wedge Antilles admitted that he was uncomfortable piloting them due to being essentially an engine and a steering vane.

History

Used by the Galactic Republic during the Clone Wars along with the younger BARC speeders, these speeder bikes saw action on many worlds. The bike was first used during the Battle of Geonosis. The 74-Z was capable of being deployed from LAAT/i gunships. On the planet Saleucami, Jedi Master Stass Allie was killed by her own troops while riding a 74-Z bike. It was also used by the Confederacy of Independent Systems.

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The construct suppresses all electronic communications devices within 60 feet of it.

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

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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The construct makes two attacks with its blaster cannon.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The narglatch was a stealthy apex predator which could be found in diverse environments, such as the Gungan swamps of Naboo or the frozen tundras of Orto Plutonia.

DesignationNon-sentient
ClassificationFeline
Average length6,23 meters
Homeworld
  • Naboo
  • Orto Plutonia

Biology

The narglatch male had additional fleshy spikes, while females were smoother and slightly smaller. They both had non-retractable claws and a fan-like tail that acted as a rudder during high-speed chases and turns. The narglatch also had densely padded feet that made for silent footfalls.

Males and females only commingled during mating season. Females were more fierce hunters than males, but males could chase a female from her kill.

A pregnant narglatch always gave birth to twins, one of each gender. Since young narglatch could hunt immediately upon birth, mothers abandoned them. Cubs hunted together until maturity, making themselves less vulnerable to such Naboo creatures, as saw-toothed granks, veermoks, and even more mature male narglatch. As they approached maturity, the cubs separated.

A solitary hunter, narglatch silently stalked and quickly killed its prey, usually kaadu or jimvu. Narglatch generally avoided deep water, although they were capable swimmers should the need arise. One of the few creatures they actively avoided were zalaacas.

History

On the frozen world of Orto Plutonia, the narglatch were used as mounts by the primitive Talz. On Naboo, the Gungans would ride the sure-footed beasts across their planet and into battle. Though strong and fierce, the narglatch could easily be felled by blaster fire. The Orto Plutonian variety of narglatch was differentiated from the Naboo by a mane of fleshy tendrils or protrusions.

Cubs were frequently seen as cute and taken as pets, but became very dangerous as they matured. Escaped narglatches were a threat on Coruscant.

Circa 1 ABY, the hunter Walker Luskeske asked a spacer to kill narglatches in the Gallo Mountains on Naboo and bring him fangs as trophies. In the meantime, a shuttle crashed in the Gallo Mountains. Tanoa Vills requested a spacer to eliminate rabid narglatches, including Grizzlefur, that gathered at the crash site in order to salvage research equipment.

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While lightly or heavily obscured, the narglatch can take the Hide action as a bonus action.

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The narglatch has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YjJkYTdjZWM2NGVi","flags":{},"name":"Pounce","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/096_-_Narglatch/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the narglatch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the narglatch can make one bite attack against it as a bonus action.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"NDcxNGJiYTJjMzRm","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/096_-_Narglatch/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 13 (2d10+2) kinetic damage.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000}]} -{"_id":"KJpA5QeH6uIDeE92","name":"Gamorrean Warrior","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":30,"min":0,"max":30,"temp":0,"tempmax":0,"formula":"4d8+12"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":30,"min":0,"max":30},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, the Gamorrean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (1d10+6) kinetic damage

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\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock can survive in any type of atmosphere or vacuum.

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If the mynock attaches itself to a piece of equipment that needs energy to function, that piece will stop working until the Mynock is removed.

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The mynock has advantage on an attack roll against a creature if at least one ally of the mynock is within 5 feet of the creature and the ally isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NGI3MjBlMTIwOTM2","flags":{},"name":"Energy Drain","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/088_-_Mynock/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The mynock attaches to the target. If attached to a droid or construct, at the start of each of the mynock's turns, the target loses 5 (1d4 + 3) hit points due to energy being drained. The mynock can detach itself by spending 5 feet of its Movement. It does so after it drains 10 Hit Points of energy from the target or the target dies. A creature, including the target, can use its action to detach the Mynock.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} -{"_id":"KRR3JvCZ8xXmcqWS","name":"SD-K4 Assassin Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"armor plating"},"hp":{"value":45,"min":0,"max":45,"temp":0,"tempmax":0,"formula":"6d10+20"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":5,"units":"ft","hover":true},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":45,"min":0,"max":45},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"There's assassin probes down here!\"

- Anakin Skywalker

ManufacturerTechno Union
ClassAssassin droid
Degree4th degree droid
Sensor colorRed
Plating colorGray

The SD-K4 assassin droid, also known as the assassin probe, was a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

Characteristics

A fourth class droid, the SD-K4 assassin droid was designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes moved quietly on eight razored legs they could use to lurk silently in for the kill. They were equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 could release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.

History

Manufactured by the Techno Union, SD-K4 assassin droids were used by the Confederacy of Independent Systems during the Clone Wars. As the Galactic Republic's highest echelons began disappearing, it suspected the use of assassin probes. In the year 21 BBY, Tal Merrik, senator of Kalevala and a secret Death Watch sympathizer, smuggled three SD-K4s aboard the spaceliner Coronet to assassinate Satine Kryze, duchess of Mandalore. However, the trio and their probe killers were destroyed before they could eliminate their target, though not before killing several of her clone trooper security detail.

After the Clone Wars, the Techno Union was absorbed by the Galactic Empire, who used their assassin probes during the Galactic Civil War. The Rebel Alliance also modified some for combat and provided them to Saponza's Gang.

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During its first turn, the assassin droid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin droid scores against a surprised creature is a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NzZjNGM5MmMwN2Fi","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZTc4ODAxY2U4Nzlk","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDQ4YjQwZjAwZjEz","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YTBhNTBhMTYxMzA5","flags":{},"name":"Swarm Transport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

The assassin droid can transport a maximum of 1 Probe Killer Swarm, which it can deploy using its Deploy Probe Killers action.

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When the droid reaches zero hit points, it may immediately take the deploy probe killers action.

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.

The assassin droid makes two leg slash attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NTZlNTljMjM1NThk","flags":{},"name":"Leg Slash","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"NGIzNjBjOTBmNjFh","flags":{},"name":"Deploy Probe Killers","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

.

This droid swarm appears in any space within 5 feetof the assassin droid.

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\"Is that… the head of an old tactical droid?\"

\"These droids were great at finding things, calculating. Found my master and I a few times when we didn't want to be found.\"

- Kanan Jarrus and Ahsoka Tano

ManufacturerBaktoid Combat Automata
ClassTactical droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine or feminine programming
Sensor color
  • Red
  • White
  • Yellow

T-series tactical droids, also referred to as T-1s, were a model of tactical droid manufactured by Baktoid Combat Automata. Used by the Confederacy of Independent Systems during the Clone Wars, T-1s aided in the coordination of their military, acting as advisors and often generals for their superior officers. The droids were deployed across the galaxy in many key battles of the war such as those at Christophsis and Ryloth, as well as the Second Battle of Geonosis.

Ruthlessly intelligent, T-1s mostly steered clear of the war's front lines and instead commanded their troops from various Separatist headquarters. They exhibited independence larger than that of their B1 battle droid comrades and, although they were loyal to the Separatist cause, they were not afraid to abandon their superiors to guarantee their own survival.

Later on in the Clone Wars, the more advanced super tactical droid was introduced but its predecessor still saw continued use up until at least 19 BBY. Despite the galaxy-wide deactivation of the droid army at the end of the war, remnants of the T-series could still be found well into the Imperial Era. During the early rebellion against the Galactic Empire, former Jedi Padawan Ahsoka Tano provided the crew of the Ghost with the head of a T-1, to aid them in their search for former Clone Captain Rex on Seelos.

Description

\"I calculate the remaining clones are attempting a desperate final offensive. Their chances of success against us are 742 to 1.\"

\"You had better be right.\"

\"I am a droid. I am always right.\"

- TX-20 and Emir Wat Tambor, during the Battle of Ryloth

T-series tactical droids, also referred to as T-1s, were humanoid fourth class tactical droids standing at a height of 1.93 meters tall. They were manufactured by Baktoid Combat Automata, the company that also developed the B1 battle droid, among a host of other droids specialized in warfare. Compared to the standard B1s who served under them, they were boxier in appearance and often sported varying color schemes.

T-1s were designed to avoid the front lines and calculate battle strategies from the safety of flagships or other fortified locations. They were prone to expressing their superiority over all other droid models, due to their often high positions in military hierarchy. They were even known to sacrifice a large number of their own troops if they got in the way and leave behind their superior officers to survive. Additionally, their reliance on precise calculations meant they lacked imagination when dealing with unexpected situations, and soon enough the Galactic Republic began to exploit this in the Clone Wars. Although they were rarely seen engaged in combat, some T-series were observed wielding E-5 blaster rifles.

History

Clone Wars

\"I calculate they will reach the main gates by morning. I recommend we prepare a retreat.\"

- TA-175 to Wat Tambor, during the Battle of Ryloth

T-series tactical droids served an important advisory role among the forces of the Confederacy of Independent Systems during the Clone Wars against the Galactic Republic. Highly intelligent, they were often given full authority over Separatist military elements by their commanding officers. The droids were utilized in many early battles of the war including the Battle of Christophsis and acted as both commanders of the Separatist Droid Army and the Confederacy navy. In 21 BBY, at least three T-series tactical droids were used by the Separatists during the Christophsis campaign. TI-99 served Harch Admiral Trench aboard his flagship, the Invincible, and fortified the Separatist blockade above the planet. Additionally, TJ-55 and his battalion of droids thwarted a Republic ambush in the capital city of Chaleydonia and another T-1 served under the command of Supreme Leader Asajj Ventress.

During the Battle of Ryloth, TX-20 demonstrated the T-series' capacity for ruthlessness, in the Separatist defense of the city of Nabat. Using the city's population as living shields against the Republic's clone troopers, he forced the Republic forces to enter Nabat without explosive devices. Ultimately however, TX-20's arrogance blinded him and he underestimated Jedi General Obi-Wan Kenobi and his own Twi'lek prisoners, which consequently cost him his life. TA-175 also served the Separatists during the Ryloth campaign and acted as Emir Wat Tambor's adviser after TX-20's destruction. From his headquarters in Ryloth's capital city of Lessu, he recognized the threat of the Republic presence on the planet. When Count Dooku ordered Tambor to withdraw from Ryloth, TA-175 was eager to obey the Sith Lord. He eventually subverted Tambor's command when forces led by Mace Windu and Cham Syndulla attacked the capital, and left the emir to be captured by the Republic. Eventually, a T-series tactical droid was a prisoner in the Republic Center for Military Operations.

In response to their inflexibility, the new super tactical droid model was introduced as an improved successor to the T-1s during the war's later stages. These new droids were larger, more resistant to damage and even considered themselves superior to their organic counterparts. The T-series continued to see use in the war despite the super tactical droid's introduction, as several served during the Battle of Anaxes in 19 BBY. One such droid reported directly to Admiral Trench, who led the Separatists' campaign there.

Early rebellion against the Galactic Empire

\"How in all the galaxy is that droid gonna find your friend?\"

- Ezra Bridger to Ahsoka Tano

In the final hours of the Clone Wars, the newly christened Sith Lord Darth Vader sent a message to the Trade Federation on behalf of Darth Sidious, which called for the deactivation of the Separatist Droid Army. Despite this, former Jedi Padawan Ahsoka Tano obtained the head of a T-1 at some point in time. During the early rebellion against the Galactic Empire, Tano became an integral part of the Phoenix rebel cell. In 4 BBY, she gave the T-series head to the Spectres to aid them in their search for her friend, former Clone Captain Rex, on the planet Seelos. The Spectres were able to feed the head power, at which point it scanned for a signal while simultaneously listing a set of numbers over and over again: 7567. Unbeknownst to the Spectres, the numbers were a reference to Captain Rex's former clone trooper designation and shortly thereafter, the Spectres homed in on a modified AT-TE, the source of the signal and Rex's new home.

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

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The T-series Tactical droid can innately cast the following tech powers (tech save DC 14): assess the situation, encrypted message, on/off, alarm, element of surprise (3/day), repair droid, stack the deck

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The tactical droid can enter a state of higher programming as an action. While concentrating, the droid can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This lasts for 1 hour.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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Jedi younglings are divided into ten clans consisting of approximately twenty students. Among these groups is Bear Clan, a class of younglings between the ages of four and eight. The youngling clans remain as one unit, living and training together, until the time comes to go their separate ways as Padawan learners. The younglings who are not chosen to become Padawans are supervised by the Council of Reassignment.

Upon joining a clan, younglings begin their basic training in the Jedi arts. Their lessons include various tests and rituals that had to be completed in order to advance to the higher levels of the Jedi arts. Between the ages of four and eight, younglings acquire the basic skills of lightsaber combat using low-powered training sabers to practice the deflection of blaster shots fired by training droids.


The next step in their progress as aspiring Jedi is the construction of a genuine lightsaber—the signature weapon of the Jedi which first requires a kyber crystal. This lesson ultimately leads to the creation of the Gathering; an ancient and significant tradition that began centuries before the events of the Clone Wars, the Gathering tested the younglings' ability to locate their particular crystal through the Force. It requires younglings to travel off-world from the Jedi Temple on Coruscant to the Crystal Cave of Ilum, a frigid world located in the Unknown Regions and most sacred to the Jedi Order. After acquiring their crystal, the younglings have to use the Force to telekinetically combine all of the necessary components into a lightsaber.


The task of educating younglings in the proper construction of a lightsaber is the duty of Huyang; an architect droid professor based out on the Jedi vessel, the Crucible, he has personally overseen the creation of lightsabers by younglings of a thousand generations.

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Jedi Youngling is a 1st-level forcecaster. His forcecasting ability is Wisdom (force save DC 11, +3 to hit with force attacks, 5 force points).

Jedi Youngling knows the following force powers:

At-will: affect mind, force disarm, force push/pull

1st level: breath control, disperse force, heroism, sense

emotion, sense force

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +0, Reach 5 ft., One target. Hit : 3 (1d6) energy damage

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\"Skkrrreee!\"
- Ki-Adi-Mundi's aryx attacks several thugs
DesignationNon-sentient
ClassificationBird
Feather colorBlue and white
Eye colorBlack
Homeworld
Cerea
DietCarnivore
Aryx were a species of non-sentient, warm-blooded avians that lived on the planet Cerea. The species was carnivorous, and when at full height, aryx were far taller than Cereans, the sentient species with which they shared their homeworld. Aryx possessed a large yellow beak and a pair of black eyes on their head as well as a large tuft of feathers at the back of their skull. Feathers also covered the rest of their bodies, including a pair of wings on either side of their torso, but excepting the aryx's pair of legs, which were yellow in color like their beak. Each leg ended in three digits, two at the front of the foot and one at the back, each of which had a black talon at its end. Aryx feathers could be white and blue in color, with some individuals having only white feathers and others having a mix of the two colors.

Aryx were domesticated and ridden by the Cereans, who used them as individual transports when moving around on the vast grassy plains of their homeworld or within cities. Whilst being ridden, the birds wore saddles for their riders to sit on and had reins for the rider to control them with attached to their beaks. One Cerean who rode an aryx was the Jedi Knight Ki-Adi-Mundi whilst he was on Cerea. He rode it after returning to the planet shortly after reaching knighthood in the Jedi Order. During this visit, he was accused of murder but was acquitted and sent to capture the true culprit, another Cerean, named Maj-Odo-Nomor. Whilst attempting to track down Nomor, he rode his aryx to Outsider Citadel, a city built for off-worlders on Cerea, to meet an informant who might be able to help him with the case. Whilst he was there, a group of thugs attacked the Jedi, who used the Force to summon his aryx to defend him. The bird attacked the thugs and was able to wound several of them with its talons and throw others away from the combat. After the fight, Mundi calmed it again with the Force.
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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The Ewok Warchief deals one extra damage die when it deals damage with a melee weapon (included).

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The Ewok Warchief has advantage on Wisdom (Perception) checks that rely on smell.

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The Ewok Warchief can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The Ewok Warchief has advantage on an attack roll against a creature if at least one of the warchief's allies is within 5 feet of the creature and the ally isn't incapacitated.

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As a bonus action, the Ewok Warchief regains 10 hit points.

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The Ewok Warchief has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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As a bonus action, the Ewok can let out a loud warcry to inspire allied ewoks within 30 feet. Until the start of its next turn, all allied ewoks within range add the Warchief's charisma modifier to their attack rolls.

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The Ewok Warchief makes two attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage plus 7 (2d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 6 (1d6+3) kinetic damage plus 3 (1d6) poison damage.

The Ewok Warchief makes 4 attacks.

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\"The case is inconclusive, but the processor doesn't appear to be at fault. The subject claims he committed crimes simply 'for love of money.'\"

- Industrial Automaton investigators after interviewing 4-LOM

ManufacturerIndustrial Automaton
ClassProtocol droid
Degree3rd degree droid
Height1,6 - 1,67 meters
Sensor colorMetallic green
Plating colorGrey

The LOM-series protocol droid was a protocol droid series produced by Industrial Automaton to compete with Cybot Galactica's popular 3PO-series protocol droid.

Characteristics

A model of third-degree protocol droid, Industrial Automaton's LOM-series were designed for the niche alien market, just as Cybot Galactica had attempted with the PD-series protocol droid. If their droid proved successful, Industrial Automaton planned to introduce a Human-based protocol droid within two years. The LOM unit was humanoid in form, but the head, with its large, compound eyes, was structured to look familiar to such insectoid races as the Brizzits, Verpines, Gand, Yam'rii, Vuvrians, and Xi'Dec.

History

Aside from the insectile face, the LOM protocol droid was very similar to the 3PO-series—indeed, Industrial Automaton made crafty deals with companies such as SyntheTech, to use many components initially used by Cybot Galactica. Thus, the LOM-series possessed an AA-1 VerboBrain and a TranLang III communications module programmed with millions of languages; it even had a similar body frame and plating design. Such blatant use of its trademark hardware caused Cybot Galactica to file a number of lawsuits against its rival company. Though their LOM units sold well in limited release, Industrial Automaton's future plans to monopolize the protocol droid market were dashed. The exploits of the notorious bounty hunter 4-LOM did little to elevate the series' status in the eyes of the public.

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If the droid fails a saving throw, he can choose to succeed instead.

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The droid makes two blaster rifle attacks.

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 5 (1d8+1) energy damage

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Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.


Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.


They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.


The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 7 (1d8+3) sonic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The lab-tech is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 20 tech points.

The

employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary

boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image, scorching ray

3rd level: sabotage charges, scramble interface

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

Tech Power: DC 13, range 10 ft., one target. Hit: 13 (2d12) poison damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000}]} -{"_id":"LsAz6vNYLxfyi9a7","name":"**Corporate Chief Officer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":1,"min":3,"mod":0,"save":6,"prof":6,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":11,"prof":6,"saveBonus":0,"checkBonus":0},"int":{"value":19,"proficient":1,"min":3,"mod":4,"save":10,"prof":6,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":1,"min":3,"mod":1,"save":7,"prof":6,"saveBonus":0,"checkBonus":0},"cha":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"21","min":0,"formula":"heavy durasteel armor, heavy shield"},"hp":{"value":180,"min":0,"max":180,"temp":0,"tempmax":0,"formula":"19d8+95"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":6,"powerdc":14,"powerLevel":0,"bar1":{"value":180,"min":0,"max":180},"bar2":{"value":21,"min":0,"max":0}},"details":{"biography":{"value":"

The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Dark","species":"","type":"humanoid (any)","environment":"","cr":17,"powerLevel":0,"xp":{"value":18000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["lightning"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["frightened","exhaustion"],"custom":""},"senses":"passive Perception 12","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"ins":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":17,"prof":6,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","token":{"flags":{},"name":"Corporate Chief Officer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"LsAz6vNYLxfyi9a7","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":180,"max":180},"bar2":{"value":21,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OGFkYWJhNDlmNzhh","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","data":{"description":{"value":"

The chief officer is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points.

The chief o􀃞cer knows the following tech powers:(6th

level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame,

poison spray, ward

1st level: absorb energy, energy shield, tracer bolt

2nd level: mirror image, pyrotechnics, translocate

3rd level: diminish tech, explosion, tech override

4th level: corrosive sphere, kolto reserve, salvo

5th level: cryogenic spray, friendly fire, greater translocate

6th level: programmed illusion, security protocols

7th level: cage

8th level: scrambling field

9th level: invulnerability

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The chief officer has advantage on saving throws against tech powers.

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When a creature hits the chief officer with an attack, it takes 4 lightning damage as long as the chief officer is not incapacitated.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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.

The chief officer makes three Electrobaton attacks.

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.

Each creature within 30 feet of the chief officer must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frightened of the chief officer for 1 minute, and has its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The target must succeed on a DC 13 constitution saving throw or take 2 (1d4) lightning damage and become shocked.

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\"Among smugglers and the lower classes, some call them 'Jedi Killers'.\"

- Lido Shan

ManufacturerCestus Cybernetics
ClassSecurity droid
Cost80.000 credits
Height1,5 meters

The JK-13 security droid, unofficially known as the \"Jedi Killer,\" was a JK-series security droid manufactured on the planet Ord Cestus. These droids rose to prominence during a time when they were threatened to be converted into combat droids.

Characteristics

The JK-Thirteen appeared chest-high and divided into sections, giving it a spider-like appearance in its attack mode. So much so that the cave spiders, who used to rule Cestus, thought of them a natural enemy and defeated them allowing Obi-Wan Kenobi and many Desert Wind members to escape from the surprise attack. Its primary weapon was a set of stun tentacles extending from virtually every point on its body: these tentacles could be used to cut an opponent or deliver a disabling charge. Its primary defense was a deflector shield generator-like technology that allowed it to absorb blaster bolts and presumably other weapons fire before it even came into contact with the droid itself.

Like all Cestus Cybernetics droids of its period, the JK-13 was unusually ornate and flexible, with a golden finish and enormous articulation of its tentacles, which could become a fine strand or thicker rope or cable as needed.

The JK-13s were bio-droids: they used a living circuit design incorporating organics into the core processor, which was actually a life-support unit for a creature known as a dashta eel. Because the eels were Force-sensitive, they granted the droid some measure of precognitive abilities. This, in turn, granted it great combat ability; a JK-13 was able to defeat both a destroyer droid and even an ARC trooper nicknamed Sirty, but was defeated by Jedi Master Kit Fisto, though not with ease. Also, it took Obi-Wan Kenobi two energy weapons (his lightsaber and a lightwhip) to defeat it. It was later revealed that the Dashta eels could not kill another sentient being without going insane, meaning that the droids could never be deployed as combat units.

They sold faster than they could be produced, and cost 80,000 credits during the Clone Wars. They were assembled by Clandes Industrial in the city of Clandes.

History

The droids became important when Count Dooku employed them in a devious trap for the Galactic Republic. He circulated rumors that he planned to buy tens of thousands of the droids, clearly a grave threat to the Republic. He even sent out a prototype to attack Jedi Master Devan For'deschel, who lost an arm to the droid. The Republic responded by sending Jedi Generals Kit Fisto and Obi-Wan Kenobi to Ord Cestus to resolve the issue, because had the JK participated in the war, it would have been one of the most dangerous droids in the army of the Confederacy of Independent Systems. However, it was later revealed that the droids could neither be modified for lethality nor produced in great numbers, and that Dooku, in fact, had no real plans to do so.

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

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The Dashta Eel within the machine is a somewhat shapeless mass. When the JK-13 Security Droid is reduced to 0 hp, the droid armor breaks and the Dashta Eel exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage Resistances. Without its armor, the Dashta Eel has the following statistics: AC 12, hp 19 (3d8 + 6), Strength 8 (-1), and its speed becomes 15 feet. In addition, it has no attack actions.

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JK-13 Security Droid has advantage on saving throws versus force powers used by creatures within 5 feet of it. When an enemy within 5 feet casts a force power, JK-13 Security Droid can make a melee attack against that character as a reaction. When JK-13 Security Droid damages an enemy, they have disadvantage on concentration saving throws to maintain their force powers.

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The JK-13 Security Droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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.

The JK-13 Security Droid makes any combination of three Slicing Tentacle attacks and Stunning Tentacle attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 11 (3d4+4) kinetic damage.

The target must succeed on a Constitution save (DC 17) or be stunned until the end of its next turn.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 18 (3d8+5) kinetic damage

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\"I am C-3PO, human-cyborg relations.\"

- C-3PO

ManufacturerCybot Galactica
ClassProtocol droid
Height
1,7 meters
Weight77,6 kg
Cost3.000 credits
Plating Color
  • Gold
  • Silver
  • White
  • Red
  • Black
  • Jade
  • Blue
  • Blue and gold
  • Green
  • Purple
  • Gray
  • Aqua

The 3PO-series protocol droid was a Human-cyborg relations protocol droid produced by Cybot Galactica. The model series had very similar aesthetic design in its casing to other Cybot Galactica droid model series such as the TC-series, 3PX-series, and 5YQ-series protocol droids.

One of the most famous droids of this series was C-3PO, one of the heroes of the Rebel Alliance.

History

Manufactured by Cybot Galactica on the factory world of Affa, the 3PO-series protocol units were considered the most advanced Human-cyborg relations droids in the market for over a hundred years. Production on the line began at least as far back as 112 BBY and continued well into the time of the New Republic.

The success of the 3PO-series led Cybot Galactica to produce the C-series protocol droids during the rule of the New Republic.

Features

The typical 3PO-series droid stood at approximately 1.7 meters in height with a humanoid build. Most units were programmed with a subservient, service oriented personality and a typical 3PO unit would never attack, under any circumstances even if it was in self-defense.

With its standard components (head, torso, legs, arms and hands), a typical 3PO unit would weigh around 77.6 kg, and its maximal speed was 21km/hr.

Each droid was equipped with a SyntheTech AA-1 VerboBrain making them capable of storing enormous amounts of information, the additional memory space was often used to keep communication modules in the active memory so that long delays could be avoided while searching for linguistic information on mid-translation. A TranLang III communications module allowed them to be fluent in over six million forms of communication, even if they could not respond in all of them for a lack of proper communication appendages. They also had the skills necessary to quickly analyze new unregistered languages and translate them into more well-known ones.

They were even provided with an olfactory sensor that allowed them to comprehend pheromonal communication. Other useful features were a factory-standard restraining bolt mount, and the fact that their shutdown switch was conveniently located at the back of their neck, on a very easy to reach place.

Some models, such as the pricey E-3POs, also included the TechSpan I module, making it possible to interface with Imperial networks and undocumented technologies of Imperial subcontractors.

Color variations

Droids in the 3PO-series came in a variety of colors, the most usual being gold, silver and white. Their colored plating, however, was known to be prone to corrosion.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Smugglers

A smuggler, also known by the euphemism free trader,\nis someone who engaged in the clandestine shipment\nof goods or people to prevent taxation or some other\nimpediment. The goods shipped are often highly illegal\nor banned in some sectors. Weapon smugglers are\nreferred to as gun runners.\n

\n\t\t\t\t\t

By far the most commonly smuggled substances are\nvarieties of spice. Although most kinds of spice are\npsychoactive drugs, and most forms were illegal under\nthe Empire, the government's main concern is not to\nstem the ow of spice, but to collect taxes from its\nshipment and distribution through legitimate channels.\nWeapons were another commonly smuggled\ncommodity within the Empire, whose bureaucracy\nstrictly controlled weapons availability in order to\nprevent criminals and insurgents, in particular the\nRebel Alliance, from becoming signicant threats.\nOther cargo for smugglers include chak-root, stolen\nmerchandise, and even clear water. In extreme\nsituations, smugglers delivered standard resources or\nfood. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Chaotic Balanced","species":"","type":"humanoid (any)","environment":"","cr":4,"powerLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 16","languages":{"value":[],"custom":"Galactic Basic, Huttese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":17,"prof":2,"total":7},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":2,"ability":"cha","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","token":{"flags":{},"name":"Smuggler","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"NQL8xeNzzfpJCfX0","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":60,"max":60},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWQ4NzVkMmUyODE0","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NWFjNzE2M2ZmYzZk","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","data":{"description":{"value":"

The Smuggler deals an extra 12 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

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When the Smuggler rolls for initiative, it can move up to 30 ft. This movement happens before the initiative order is determined.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NzVlYjIzMmMzMTZm","flags":{},"name":"Tech Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","data":{"description":{"value":"

The Smuggler is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 15, +7 to hit with power attacks, 24 tech points).

The

Smuggler knows the following powers:

At Will: combustive shot, encrypted message, assess the

situation

1st Level: target lock, element of surprise, flash, oil slick,

smoke cloud,stack the deck

2nd Level: translocate, mirror image, charge powercell,

infiltrate, smuggle

3rd Level: debilitating gas, invisibility to cameras

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Smuggler makes two weapon attacks

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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CreatorKazdan Paratus
ClassJunk droid

Junk behemoths were a type of junk golem found on Raxus Prime after the Clone Wars. They usually served as walking power plants or armor carriers.

History

Jedi Kazdan Paratus used junk behemoths he created to protect his Temple on Raxus Prime, especially from Rodian scavengers. Unlike other junk droids made of salvaged scraps, his droids were held together by the power of the Force.

Each junk behemoth, like other junk golems, was constructed out of scraps lying around the Raxus Prime surface by Kazdan Paratus. They were slightly larger than the Scrap Guardian, but were second in size when compared to the Junk Titan. Junk behemoths were used to hold back Galen Marek in his attempt to raid the Raxus Prime Jedi Temple and kill Paratus. Galen ran into two of the make-shift droids before encountering Paratus himself. Paratus used pieces from old Separatist droids to construct them; the CIS logo was visible on the chest, and the arms were the wings of vulture droids.

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

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The junk behemoth makes two blaster cannon attacks or two slam attacks.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Anoobas were mammals that lived throughout the Outer Rim Territories. Wild anoobas traveled in packs of 10 to 12 members.

Classification

Mammal    

Distinctions

Lower jaw

DietCarnivore

History

The bounty hunter Embo owned an anooba named Marrok, while the Phindian Osi Sobeck kept a pack of dark anoobas which he used to hunt down fugitives on the planet Lola Sayu.

Sabine Wren, a Mandalorian and member of the Ghost rebel crew, painted an anooba insignia on her armor

Around 34 ABY, Dok-Ondar kept a stuffed Anooba head mounted on the wall of his store.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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\"Oh! It's a nexu – and she has cubs! How cute!\"

\"For creatures with four eyes and a mouthful of teeth, they are rather cute.\"

- Allana Solo and Leia Organa Solo
DesignationNon-sentient
Average height 0,94 meters
Average length1,83 meters (4,51 meters with tail)
Average mass225 kilograms
Hair colorBorn white, age to brown
Eye colorRed
Distinctions
  • Four eyes
  • Spiked spines
Homeworld
Cholganna
Nexu were feline creatures native to the chilly forests of the Indona continent on the planet of Cholganna.

Characteristics

There were other breeds of nexu on Cholganna's other continents, but only the forest nexu had an additional set of eyes able to view in infrared wavelength, which aided in their hunting of bark rats and tree-climbing octopi. They were often exported and trained as security beasts, as used for patrolling on Malastare, or used in arena combat, as seen on Geonosis. Nexu were 4.5 meters long and generally 1 meter tall.

The nexu appeared to be feline in nature, with claws which could slice a Human in half. They had quills along their back, and a long tail that in the wild allowed the nexu to swing from tree branch to tree branch. The tail also split into two equal sections for a better grip on the tree branch they were swinging from. They had extremely sharp instincts and reflexes, although they were known to tire easily, and often used swift movements to finish an enemy quickly, biting down and thrashing their head about to break their victim's neck. Cubs were born pure white.

A particularly stealthy variety was the black nexu; this species was also one of the rarest.

History

Too vicious to be kept in zoos and difficult to train as watch-beasts, they were instead sought after for arena battles where their ferocity was much appreciated by spectators ( It was the most favored monster). This resulted in many big-game hunters making regular visits to Cholganna, hoping to capture a live nexu for export. Many hunters ended up dead however, when tracking prides of nexu, and as a result fees for live nexus often ranged up to half a million credits per animal. Buyers such as Senator Ask Aak of Malastare and Archduke Poggle the Lesser of Geonosis willingly paid such prices however, in order to add these magnificent creatures to their collections.

In 32 BBY, after the Invasion of Naboo by the Trade Federation, the bounty hunter Jango Fett faced many nexu on his visit to Malastare, during his hunt for Komari Vosa.

A nexu was used during the attempted execution of Padmé Amidala prior to the outbreak of the Clone Wars, and its actions could be considered typical of the species. It would climb towards its victim, strike, then return to the ground quickly, waiting to see if its enemy would strike back. It was an extremely aggressive creature, snapping, clawing and roaring in the general direction of Amidala. When a Geonosian guard attempted to direct it with a blast from his static pike, this only served to irritate the creature further and the guard was quickly devoured. An agile hunter that sacrificed bone mass for speed, a kick from Amidala knocked it down, weakening its tender body greatly. A reek, steered by Anakin Skywalker, finally rammed the stunned nexu, killing it instantly.

After asking for a pet for years, Skywalker and Amidala's great-granddaughter Allana Solo was given a nexu cub in 43 ABY. This was after Leia Organa Solo killed the baby nexu's mother to save an Ithorian, who was under attack from the creature at the Coruscant Livestock Exchange and Exhibition. She named the baby cub Anji.

By 130 ABY, wild nexu were a common and dangerous sight on Coruscant and tourists were advised to stay with their groups when sightseeing on the capital. The nexu were usually seen in areas of the planet still scarred by the Yuuzhan Vong war, a hundred years prior.
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If the nexu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The nexu has advantage on Wisdom (Perception) checks that rely on sight and smell.

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If the nexu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.

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The nexu can make two claw attacks.

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DesignationNon-sentient
Homeworld

Naboo

DietOminvore

Clodhoppers were omnivorous and dim-witted flightless avians from Naboo. A clodhopper was rarely more than three feet tall, but they fed in swarms, becoming a real menace. They were protected by tough, durable skin. A noteworthy attribute of the clodhopper was its ability to spawn two hundred young in only two days, all of which spent most of their time eating.

On Naboo, clodhoppers had natural predators like narglatches of any age, and even Gungans sometimes hunted them because of their meat (which made tasty snacks) and their thick skin (which was used to make musical instruments). Some centuries before the Battle of Naboo, however, the flightless birds were exported to other planets, which caused the utter devastation of entire colonies. Its export has been strictly forbidden since, under the maximum punishment allowable by law.

The colony at Corva, in the Galaanus system, was wiped out by clodhoppers that had been accidentally shipped with grain from Naboo. Consequently, restrictions and inspection requirements on agricultural imports from Naboo existed on a number of worlds, some which callously supported the Trade Federation blockade in 32 BBY, if only to save the expense of funding inspections.

On 32 BBY, the Army of Life managed to conceal clodhopper eggs in sealed boxes and shipped them to Stend IV in the Majestic Gundark. A Tarnab diplomat had a pet clodhopper.

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The clodhopper's long jump is up to 20 feet and its high jump is up to 10 ft., with or without a running start.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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

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The Nightsister Shaman is a 5th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 15 force points).

The Nightsister Shaman knows the following

force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, hex, sap vitality,

wound

2nd level: affliction, darkshear, darkness, force camoflauge,

phasewalk

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The Nightsister deals an extra 6 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Nightsister that isn't incapacitated and the Nightsister doesn't have disadvantage on the roll.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

When the Nightsister makes two energy bow or vibroknife attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (1d12+5) acid damage.

On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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The Sith Sorcerer is a 11th level forcecaster it's forcecasting ability is Charisma (force save DC 16, +8 to hit with force attacks, 44 force points).

The Sith Sorcerer knows the following force

powers:

At-will: saber reflect, shock, slow, force push/pull

1st level: sap vitality, battle precognition

2nd level: drain vitality, hallucination, affliction, phase walk

3rd level: dark aura, plague, force lightning

4th level: shocking shield, dominate beast

5th level: siphon life, insanity, dominate mind, improved

force scream, improved phase walk

6th level: force chain lightning, wrack

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When the Sith Sorcerer casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

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The Sith Sorcerer has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmU2OTg3YzA1NmI0","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","data":{"description":{"value":"

.

Sith Mastermind casts on of his at will powers.

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.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"YWEyZGFiYzlkZjU2","flags":{},"name":"Frightening Gaze (Cost 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","data":{"description":{"value":"

.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZTEzMTZlYjc0MzM0","flags":{},"name":"Disrupt Life (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","data":{"description":{"value":"

.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":4,"powerLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 14","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","token":{"flags":{},"name":"Mandalorian Soldier","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ODy2FlwrOXhHbYUm","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":59,"max":59},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ODU2ZjZmMzU2ZDdk","flags":{},"name":"Agressive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NjVjMTlhYTQyN2U2","flags":{},"name":"Brave","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

The soldier has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OGRiNDkwMWE5OTdm","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

The soldier has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NzEyMzg3ODQ0ZDgw","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

The soldier deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZmE5MTBiMWU4ZGM5","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MTAxMTYxYzQ3Y2Q3","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YTI3YTIzNWVkYThh","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The soldier makes two weapon attacks and throws a fragmentation grenade, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OTc2MDU5OTM4NzE2","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 12 (2d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"NmY3NWJhMWU2YmMz","flags":{},"name":"Vibroblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 13 (2d10+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"MDQ5YmEwMjcxMDM1","flags":{},"name":"Fragmentation Grenade (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

.

The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"Y2QxZDZhYjk2YmQw","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MGRjYzVkMzI4ZjRk","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZmM0NGQ0NWQyZGZi","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

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\"Deep-fried nuna leg mmm. Delicious!\"

- Orn Free Taa

DesignationNon-sentient
ClassificationBird
Average height0,5 meters
Homeworld
Naboo
Habitat
Swamps
Diet

Omnivore

Nunas, also known as swamp turkeys were diminutive bipeds that lived in the swamps of Naboo. These birds could not fly and were known for their stupidity, but were also adaptable and easy to care for. Nunas had spread across the galaxy, prized for their meat and eggs. They were omnivores, feeding mostly on plants and, on rare occasions, fish. An average nuna could feed a family of four. Nunas were also used as a ball in nuna-ball. When nunas became angry or intimidated, they could inflate their body to a larger size. Nunas were capable of growing blue and red feathers.


The legs of a nuna could be deep-fried to be food. The species were raised as livestock for consumption by residents of the planet Batuu. Nuna Turkey Jerky, a type of jerky, could be made from the meat of nunas.

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As a bonus action, the nuna increases in size for 1 minute. Anything it is wearing or carrying does not increase in size. While inflated, the nuna is Small, doubles its damage dice on attacks (included in the attacks), and makes Charisma (Intimidation) checks with advantage. If the nuna lacks the room to become Small, it attains the maximum size possible in the space available.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

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\"Watch out kid, this thing handles like a drunken bantha.\"

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

Banthas were a species of large, hairy mammals with sharp, spiraling horns. They inhabited the desert planet Tatooine, though they were bred on many worlds throughout the galaxy. They were social herd animals, and were often domesticated, and used prominently, by Tusken Raiders as mounts and companionship—though they never killed them for their food or hide, a use utilized by many other species for products such as Bantha steak, butter and clothes or furniture.

Biology and appearance

\"Hello, Nara, you're looking well today.\" 

- Obi-Wan Kenobi

Banthas were large, quadrupedal mammals that averaged in height 2 to 2.5 meters. An adult's average weight was 4,000 kilograms, and they had extensive shaggy fur, which was brown or black in color. Both females and males of the species had a pair of spiraling horns that extruded from their skull and grew at a knob a year. Banthas possessed a wide mouth, bright, inquisitive eyes, and a large tail which dragged on the ground as they walked. They had wide, flat feet with four digits.

Behavior

\"What's the matter, Dolo? Why so sad?\" 

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

Banthas were easily domesticated, and were bred on many worlds throughout the galaxy. They were widely used as mounts. Their milk, which was distinctively blue, was drunk plain as well as being used in yogurt, ice cream, and butter. Their meat was used for dried jerky, steak, and burgers, and their dung was used as a fuel. Bantha-blood fizz was a sparkling drink made from purified bantha blood. Bantha hide could be mashed with grains to make Ardees, also known as Jawa juice. Their hide was also tanned and turned into clothes or furniture. Young banthas were known as calves.

The Tusken Raiders of Tatooine tamed and domesticated banthas, and they shared a close, almost mystical bond. Every boy had a male bantha and every girl had a female one. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas. Tuskens never harmed or ate banthas. Tuskens could also ride their banthas into battle.

The Kadas'sa'Nikto mechanic Neeku Vozo came from a long line of bantha herders.

Banthas in the galaxy

A common sight on Tatooine, banthas could be found wild, wandering the vast expanse of the Tatooine desert, or domesticated, under the ownership of Tuskens or in cities such as Mos Espa. They shared their name with the White banthas of Nelvaan.

Banthas were the subject of several slang phrases and insults. \"Bantha fodder\" (or \"Bantha poodoo\" in Huttese) was a phrase used as the equivalent of \"worthless\"; a person or thing deemed to have no value beyond something for a bantha to graze on, because of bantha food's unpleasant smell. \"Not give two bantha ticks\" (about something) meant to not care in the slightest (about something or someone), \"Son of a bantha\" was an insult, and \"A wild bantha chase\" meant a futile errand.

In 20 BBY, an LAAT/i gunship featured customized nose art of a flying bantha dropping a pair of bombs. During the same year, the rebels of Onderon owned a hunter cart with a bantha skull.

During the Imperial Era, Jedi—in—exile Obi-Wan Kenobi befriended a herd of Banthas. Two were named two Dolo and Nara, respectively.

By 5 ABY, Malakili, a former beastmaster for Jabba the Hutt, wore a lucky braid of bantha teeth and fur. Later in the same year, former slave Cobb Vanth had enlisted the help of a group of Tusken Raiders to drive a criminal syndicate called the Red Key Raiders away from Tatooine. The Tuskens rode into battle atop banthas. One such bantha was particularly large. The animal had an eye scarred over, fur matted with filth, and wounds with open bones and rusted gears.

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If the bantha moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One prone target. Hit : 22 (3d10+6) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When the Jedi takes the dodge or disengage action, it can make an attack as a bonus action.

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When the Jedi is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi is a 16th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks) and it has 54 force points.

The Jedi knows the following force powers:

At-will: force push/pull, force disarm, give life, guidance, saber

reflect, turbulence

1st-level: burst of speed, cloud mind, force jump, heal, project,

valor

2nd-level: calm emotions, force barrier, force camouflage,

force sight, force throw

3rd-level: beacon of hope, knight speed, sever force,

telekinetic storm

4th-level: force immunity, improved force camouflage

5th-level: mass animation, telekinesis

6th-level: telekinetic burst

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

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Once per turn, when the Jedi hits with an attack, it can spend 1 force point and choose one of the following additional effects:

Deflection. The Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Energized Double Strike. The Jedi can roll 2d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time. The Jedi's speed increases by 5x1d8 until the end of its current turn.

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If the Jedi fails a saving throw, it can choose to succeed instead.

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When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

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The Jedi makes three attacks or it casts a force power and makes one attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

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Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 15 (3d6+5) energy damage

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The Jedi makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 19 Dexterity saving throw, taking 9 (2d8+6) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

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The jedi rebel master moves up to its speed without provoking attacks of oppurtunity.

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The rebel jedi master casts an at-will force power.

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The rebel jedi master takes the dash action without provoking attacks of oppurtunity. It can make an attack before or after moving.

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The rebel jedi master casts a force power of 1st-level or higher, expending force points as normal.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Demolition Troopers are members of the Galactic Federation who are outfitted with explosive weaponry for special missions. While capable of destroying the strongest of barriers, they are not very effective in combat, due to lighter armor, and often rely on others to cover them while in battle. They seem to have weaker versions of the Galactic Federation Marine's assault rifles. Their explosives are carried on their back.

In Metroid Prime 3: Corruption, Samus is charged with watching over twelve Demolition Troopers after she disables the Pirate Homeworld's defense system. These Troopers will clear a path to the Pirate Homeworld Seed. Meanwhile, Samus must defend the Demolition Troopers from Space Pirate attacks. Four of the twelve Demolition Troopers are required for the final door. If there are less than four surviving, Admiral Dane will contact Samus and order her to fall back, causing a Game Over. The easiest tactic for getting the Troopers through to the end is to engage the Space Pirate forces at extremely close range, so that they can't shoot around Samus, and then for her to kill them at point-blank range. If Samus succeeds in protecting all twelve troopers, a Gold Credit, \"All Troopers Survived\" will be rewarded.

A Demolition Trooper that speaks to Samus after opening the path to the Skyway for her states that their group color is yellow, but this fact is never again referenced. Different groups supposedly have other colour-schemed armour.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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The trooper throws a grenade, choosing a point within 35 feet. Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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After setting this mine, a laser line imperceptible to normal vision extends up to 15 feet out. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 kinetic damage, or half as much on a successful one.

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After spending at least 30 seconds setting the charge, the trooper may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the trooper has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 15 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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Salvagers

A scavenger or salvager, often abbreviated \"scav,\" is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

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The veteran salvager is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 24 tech points.

The veteran salvager knows the following

tech powers:

At will: electroshock, jet of flame, poison spray, temporary

boost

1st level: absorb energy, cryogenic blast, energy shield, oil

slick

2nd level: detect invisibility, mirror image, paralyze

humanoid

3rd level: tactical advantage, kolto cloud

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As an action, the veteran salvager releases a mist of nanobots can restore 30 hit points to any number of objects, droids, or constructs within 30 feet of it, and divide those hit points among them. This feature can restore an object, droid, or construct to no more than half of its hit point maximum. This feature has no e\u0000ect on humanoids.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The salvager makes two weapon attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) kinetic damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Thugs & Security Forces

Various different types of thugs and security forces,\nappropriate for gangs, simple ruffians, or mercenaries. 

\n\t\t\t\t
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As a bonus action, the aqualish can move up to its speed toward a hostile creature that it can see.

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The aqualish deals an extra 4 (ld8) damage when it hits with a melee weapon attack (included in the attack).

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The Battle Hydra was a type of large reptilian dragon-like Sithspawn that was created by the Sith Lord Exar Kun.

Biology and appearance

Physically, a battle hydra was a sinuous reptile with leathery wings. It should be noted that no two of these animals were identical though all shared the same general description. Typically, they were known to hold two heads that sat atop long, fluid necks. The heads held a pair of yellow slitted eyes. Whilst this was usually the case, there were some varieties of these beasts that had more than two heads. At the back was a long wicked, whip-like tail that held a hooked stinger. The stinger glistened with a strong and acidic crystallized poison that dripped from the tail. Four powerful legs were tipped with hooked claws that were both tough and sharp as well as easily capable of ripping the flesh from the beasts victims. The body of the beast contained muscular torsos that were sheathed in iridescent scales. This was forever altered at a molecular level by the Sith alchemy that had altered their physiology. The skin was infused with ancient Sith alloys that reduced the damage sustained by the beast. The armor alloy introduced into their basic physiology even reduced the damage from a lightsaber attack.

When left to their own devices, these beasts were mindless and shy creatures that was a contrast to their fearsome appearance. When searching for food, battle hydras were known to be solitary animals that hunted alone. Much of their existence involved them being aloft where they rode thermal currents in search of prey or threats. When these were spotted, the battle hydra dove through the air where they snapped with multiple jaws as well as attacked with their teeth, claws and poisoned stinger. Once prey succumbed to either the attack or poison, the beast took the corpse back to its lair where it was torn apart and devoured. They only ever attacked with their claws once they landed and were beginning to feed.

These animals were, however, susceptible to influence or commands from Force-sensitive dark side users. Normally, they did not attack an individual unless cornered or spurned by the will of a Sith Lord. Many of them used their battle hydra as their own personal shocktroopers and it was only on such commands did they ever attack in numbers. Battle hydras were known to be particularly attracted to sites that were strong in the dark side of the Force. It was believed that perhaps these beasts perhaps drew some form of nourishment from these locations.

History

Many centuries ago, the Sith Lord Exar Kun studied the dark Sith sciences within the depths of the planet Yavin 4. His experimentation in the arts of Sith alchemy resulted in the creation of the battle hydra. This alchemical creation was formed as a fierce guardian creature to test his theories. After Kun's death in the Great Sith War, the battle hydras retreated into deep mountain caverns where they dwelt in the shadows. They became a rare sight on Yavin 4. In time, the beasts regressed to typical predator behavior where their small population only emerged from the mountain caves in order to hunt. Normally, they prowled the skies of the steamy jungle moon, though their creator's travels did leave the possibility that some were located on other planets so long as there was an abundant supply of food.

Battle hydras were forgotten for millennia until the early days of Jedi Master Luke Skywalker's Jedi Praxeum. In this time, the dark shade of Exar Kun's spirit summoned the mutated hydras to attack the comatose body of Skywalker. His Jedi students had encountered a variant of the creature that had three heads and possessed no forelegs. The beasts would have succeeded in their goal had Master Skywalker not acted through his nephew Jacen Solo to fight off the animal with a lightsaber. Another swarm of hydras were summoned to complete their master's will but were destroyed when Rogue Squadron pilot Corran Horn borrowed a Z-95 Headhunter. After this event, the New Jedi Order only rarely encountered battle hydras. Without Exar Kun's will to control them, the animals avoided all contact with sentient beings, except for rare attacks on those who seemed to threaten them.

With Exar Kun destroyed, the creatures were believed to either have reverted to their more natural forms or simply to have died out.

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The hydra gets an extra reaction that can be used only for opportunity attacks.

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The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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When one of the hydra's heads is asleep, its other head is awake.

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The hydra can make three attacks: two with its bite and one with its claws.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 9 (1d8+5) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Starweirds were a species of incorporeal humanoids found only in space. Tall and gaunt, they possessed long, sharp talons, wild white hair, and glowing eyes. The creatures appeared to spacers repairing their starships in space, or aboard vessels traveling through hyperspace. A starweird would choose a target, and, after being spotted, emit a telepathic scream that caused fear in most individuals. The starweird would then attack its victim. Starweirds were powerful creatures capable of using the Force, and held a strong hatred for Force-users, leading some Jedi to believe that they were apparitions created by the dark side of the Force. During the time of the first conflict fought between the Galactic Republic and the reconstituted Sith Empire, Jedi Master Wyellett saved his Padawan Xerender and many members of the Jedi Council from a famous starweird known as the Starweird Queen.

Biology and appearance

Starweirds were incorporeal, humanoid, Force-using creatures found only in the vacuum of space. They were very tall and extremely gaunt—to the point of almost being skeletal—and wore ephemeral rags that hung from their two arms. Starweirds had long, wild white hair that floated around their heads even when influenced by gravity. The creatures had pale skin that varied slightly in color from one starweird to another, and their faces were desiccated. However, specific accounts of what a starweird's face looked like varied, with many witnesses stating that the creature's face somewhat resembled their own. Starweirds each had a large, toothy mouth and eyes that glowed in a way that some individuals described as eerie. Their arms were bony and ended in hands with three large, sharp, black talons. The species' incorporeal nature made it possible for the creature to resist conventional attacks and pass through solid objects, although force fields still stopped the creatures. They were also fully affected by the use of the Force.

Instead of walking on their two legs, Starweirds hovered or flew silently at a speed that was slightly faster than most bipedal Human-sized species could move. While fairly intelligent, the creatures did not speak or communicate and had no known language. The species was capable of seeing up to twenty meters in complete darkness, although they were unable to distinguish color under those conditions. Starweirds could use the Force powers Drain energy, Force grip, Force lightning, and Force sight. They had no ecological role, and after dying, a starweird left no traces of itself behind.

Behavior

Starweirds would typically appear to spacers repairing their damaged starship in deep space, or manifest aboard a ship traveling in hyperspace. Upon being spotted, starweirds became enraged and released a loud, piercing telepathic shriek that affected creatures within twenty meters. Due to the call's telepathic nature, it could be heard even in the vacuum of space. Their scream often caused listeners to cower in fear or attempt to flee, although some individuals were able to overcome their terror and fight back. After issuing the shriek, the powerful creature would set upon its foe, shredding them with its sharp claws. A starweird would choose one target and focus on that individual. The creatures were noted for having a particular hatred for Force-sensitives, who they would mindlessly concentrate on killing even if there were other creatures present.

History

Starweirds were found solely in deep space. They were considered a mysterious species, and some Jedi hypothesized that they were physical manifestations of the dark side of the Force. However, there was little evidence available that supported the theory. During the first war fought between the reconstituted Sith Empire and the Galactic Republic, the Starweird Queen was a member of the species who was considered to be legendary. The Starweird Queen attacked many of the members of the Jedi Council and a Jedi Padawan named Xerender. The group of Jedi was saved by Jedi Master Wyellett, who was the teacher of Xerender, which caused the Jedi Master to be captured by Imperial forces.

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The starweird can survive in the vacuum of space.

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Force and tech created darkness does not impede the starweird's darkvision.

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The starweird has advantage on saving throws against force powers.

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The starweird is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 31 force points. The starweird knows the following force powers: At-will: denounce, force push/pull, shock 1st-level: curse, sap vitality, sense force 2nd-level: drain vitality, force sight 3rd-level: choke, force lightning 4th-level: drain life

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The starweird can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

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.

The starweird can make two claw attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 3 (1d6) necrotic damage

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.

The starweird releases a terrifying scream. Each creature of the starweird's choice that is within 30 feet of the starweird and aware of it must succeed on a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage plus 21 (6d6) necrotic damage and is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not frightened.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid (human)","environment":"","cr":20,"powerLevel":0,"xp":{"value":25000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"darkvision 60 ft., passive Perception 22","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"sur":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","token":{"flags":{},"name":"Jedi Commander","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Oz4o39ACJ0HVOyM2","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":255,"max":255},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDQ2YzMyMjFmY2Uw","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

When Jedi Commander fails a saving throw, he can choose to succeed instead.

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Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

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Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

Jedi Commander knows the following force powers:

At-will: affect mind, feedback, force disarm, force push/pull,

mind trick, saber reflect

1st level: burst of speed, force jump, force throw, heal,

heroism, improved feedback, sense force, slow descent

2nd level: calm emotions, coerce mind, force barrier, force

enlightenment, force sight, rescue, restoration, stun droid

3rd level: force repulse, knight speed

4th level: disable droid, force immunity, freedom of movement

5th level: improved force barrier, telekinesis

6th level: true sight

7th level: destroy droid

8th level: master force barrier

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The Jedi Commander adds 6 to his AC against a melee attack that would otherwise hit him.

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.

Jedi Commander makes three Saber Attacks or casts a force power and makes a Saber Attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 16 (2d10+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NzAyMTQzYTcwMjYz","flags":{},"name":"Leadership (1/Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

.

For 1 minute, the Jedi Commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Jedi Commander. A creature can benefit from only one Leadership die at a time. This effect ends if the Jedi Commander is incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MWRjNTJhYTg4NDRj","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

.

The Jedi Commander can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YmNjYzllOGM2M2Yy","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

.

The Jedi Commander can cast an at-will force power.

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.

The Jedi Commander can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZGVhZjk2ZmRmYzI1","flags":{},"name":"Saber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

.

The Jedi Commander makes one Saber attack.

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Average wingspan3 meters
Homeworld

Endor

Condor dragons were flying, carnivorous reptavians native to the craggy cliffs, deserts, and deep woods of Endor's forest moon. They walked on their hind legs and their forearms were used to hold prey. They had bony ridges along their spine, and a wing span of approximately 3 meters.

Though powerful predators, they were not above scavenging for food. They were both nocturnal and diurnal, and, despite their large size, they would only prey on small to medium size creatures, which they captured alive and took back to their caves. They flew off from high buttresses and hunted in a spiral swoop. They attacked with a spine-tingling screech.

They were known to snatch Ewoks right off the backs of their riding ponies, though this was rare as the condor dragons would likely view the rider and pony as one creature, and therefore too large for it to carry. They did not eat ponies, as they were unpleasant to their taste. They did eat giant cave \"spiders\".

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The dragon's movement speed is not reduced while moving with a grappled creature.

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.

The dragon can make three attacks: two with its claws and one with its bite.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Landspeeder

Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also include mounted weapons either at the front of the craft or above and behind the pilot and/or passengers.

Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market before and during the reign of the Galactic Empire.

Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. Cockpit congurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air.

There are many types of landspeeders, from sporty civilian models designed for speed and ashy looks to everyday utility craft that range from small speeder trucks capable of hauling small cargo to massive freighter-like transports that could carry tremendous loads. There are even a number of models built specically for military use.

Cargo Skiff

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Ubrikkian Industries Bantha-II cargo ski is\ndesigned to transport cargo and is common in\nspaceports and warehouses across the galaxy. It has\none open deck with a simple control station located\nnear the rear of the vehicle that allows it to be piloted\neven by unprofessional laborers or amateurs.\n

\n\t\t\t\t\t

The ski's repulsorlift engines allow it to hover 50\nmeters o the ground while its rear thrust nozzles\npropel the craft forward at a top speed of 250\nkilometers per hour. A pair of steering vanes on the\nrear also provide very limited maneuverability which\nmake it dangerous to travel at a fast speed. They cost\n8,000 credits new.\n

\n\t\t\t\t\t

Most variants are equipped with retractable\nmagnetic lifters and loading ramps. Once onboard the\ncraft, the cargo is held in place by magnetic fasters\nand/or cargo straps. The average Bantha-II is able to\ncarry around 100 tons of cargo, although as many as\n16 seats could be installed on its deck allowing the\nvehicle to operate as passenger transports or even\npleasure craft.

\n\t\t\t\t\t

Among the most common of modications to the\noriginal design is the installment of an enclosed deck\nand pilot station. Military versions have reinforced hull\nand blaster cannons bolted to the front and side\nrailings.

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If a single attack does less than 5 points of damage, the Ski\u0000 takes no damage. If the attack does 5 or more damage, the Ski\u0000 takes damage normally.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and may take two actions if piloted by two creatures. If all pilots present are subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot(s) may take their own action or one of the actions granted by the construct.

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Armor Class: 12 (light plating)

Hit Points: 15

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Armor Class: 12

Hit Points: 25; -25 feet speed per 7 points of damage taken.

If its repulsorlift is destroyed, the ski\u0000 cannot maintain altitude.

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Armor Class: 15 (light plating)

Hit Points: 40

Ski\u0000s typically include a turret only when they are equipped for combat.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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Ranged Weapon Attack +6, Range 120/480 ft., One target. Hit : 16 (3d10) energy damage.

Ski\u0000s typically include a turret only when they are equipped for combat.

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\"Hey! Some moof-milker installed a compressor on the ignition line!\"

- Han Solo

A moof was a creature of the galaxy that had hoofed feet, a thick hide, and secreted milk. There were individuals who milked moofs, which inspired the term \"moof-milker,\" an insult to a person's intelligence. After recovering the Millennium Falcon, Han Solo used the insult in reference to whoever added a compressor to the ship's hyperdrive; in this case, it was Unkar Plutt, the previous owner of the ship.

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If the moof moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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The moof is considered to be a Huge animal for the purposes of determining its carrying capacity.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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The Nightsister is a 13th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 52 force points).

The

Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, sap vitality,

wound

2nd level: affliction, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, horror, improved dark side

tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: improved phasewalk, insanity, siphon life

6th level: eruption, scourge, wrack

7th level: ruin, whirlwind

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"Yzk2OTViZjNlMmMw","flags":{},"name":"Chant of Resurrection (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","data":{"description":{"value":"

.

While on the planet of Dathomir the Shaman can spend her action to summon 1d4 Nightsister Zombies. The Zombies appear in an unoccupied spaces within 30 feet of the Shaman and remain until destroyed or the Shaman dies. Undead summoned in this way roll initiative and act in the next available turn. The Shaman can have up to 6 undead summoned by this ability at a time.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

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When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage.

The target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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\"Those were Imperial Guards, Lando. The Emperor's personal protectors—handpicked from the very best of his forces. Out of millions of soldiers, they are unsurpassed.\"

- Korin Pers, to Lando Calrissian

Founder(s)Sheev Palpatine
HeadquartersGalactic City, Coruscant
Date foundedDuring or prior to 28 BBY
Affiliation
  • Galactic Republic (Office of the Chancellor)
  • Galactic Empire (Galactic Emperor)
  • Jakku Imperial remnant

The Emperor's Royal Guard, also known as the Imperial Royal Guard, the Imperial Guard, or simply the Royal Guard, and under the Galactic Republic as the Red Guard, was an elite unit whose members served as personal bodyguards to the Galactic Emperor. Fully clad in crimson robes and face-concealing helmets, the Emperor's guards were a silent, imposing, and deadly force armed with force pikes. In addition to strict requirements of size, strength, intelligence, and loyalty, only the most skilled soldiers in the Imperial Military qualified for duty in the Royal Guard. The Imperial Royal Guard were also occasionally assigned to provide protection to members of the Imperial Ruling Council and Lord Vader.

The origins of the crimson-clad Royal Guard dated back to the time of the Separatist Crisis, when Supreme Chancellor Sheev Palpatine crafted an order of protectors, named the Red Guard, that stood apart from the cerulean-clad Senate Guard during the Galactic Republic's twilight. Over the course of the Clone Wars, the Red Guard gradually supplanted the Senate Guard and its elite sub-unit, the Senate Commandos, as the chancellor's bodyguards. By the end of the Clone Wars, Palpatine proclaimed himself Emperor of the Galactic Empire. As a result, Senate Guards were completely phased out of service and replaced by the chancellor's Red Guards, who were henceforth known as the Royal Guard.

Emperor Palpatine sealed himself away from the populace throughout his reign. On the rare occasions of his public appearances, he was always accompanied by members of the Royal Guard. In the decades that followed Palpatine's death and the subsequent fall of the Empire, a new order of protectors was crafted by Supreme Leader Snoke of the First Order. Modeled on the Emperor's Royal Guard, the Elite Praetorian Guard consisted of eight warriors who wore ornate crimson armor, wielded an array of melee weapons, and specialized in martial arts.

Description

The Emperor's Royal Guards were reputedly the most skilled warriors in the forces of the Galactic Empire; out of millions of soldiers, Emperor Palpatine's guards were unsurpassed in skill and status. During the era of the Empire, the Royal Guard consisted of conscripts and at least one clone trooper. The qualifications for joining the Guard's ranks included strength, intelligence, and loyalty. Candidates for the Guard had to meet the basic height requirement of 1.83 meters.

In addition to receiving advanced training in many forms of combat, Royal Guards were trained to be unquestionably loyal to Emperor Palpatine. The Emperor's word was considered law and his guards would obey his orders without question or hesitation, even if it meant killing one of their own. The Guards were also among the few beings in the galaxy whom the Emperor trusted with the knowledge of his secret identity as a Sith Lord, knowing they would speak of it to no one, not even among themselves. Due to their little movement, they were sometimes believed to have been droids instead of individuals.

Despite the combat skills of the Royal Guard, the Emperor was confident in his Force powers to the extent that he did not believe he required a bodyguard unit. However, he found over the course of his reign that the crimson-clad guards served well to impress and intimidate those who saw them. Additionally, they served the purpose of defending the Emperor in situations where he did not wish to use his Force powers. As such, he never felt inclined to dispense with them as a unit.

History

Republic era

During the decline of the Galactic Republic, Supreme Chancellor Sheev Palpatine created the Red Guard—a cohort of personal elite bodyguards that stood apart from the rest of his forces, including the cerulean-clad members of the Senate Guard, from which they were handpicked. Over time, Palpatine came to favor his crimson-clad red guards over the blue guards of the Galactic Senate and even the elite Senate Commandos. Armed with force pikes, the red guards' flowing red robes and sleek, featureless scarlet masks blended in with the crimson-walled office of the chancellor.

The red-robed guards for the Supreme Chancellor were in place by 28 BBY. Although the red guards were formed prior to the Clone Wars, Palpatine retained the service of the Senate Guard and commandos during the early period of the pan-galactic conflict. After Captain Faro Argyus of the Senate Commandos revealed himself to be a traitor, the Senate Guard's loyalty was put into question, and Palpatine took the opportunity to expand the Red Guard in the ensuing scandal. When Red Guards were out of uniform, they conducted official visits and covert operations in locations where the Supreme Chancellor was scheduled to visit. The Red Guard also scouted traveling locations, back up routes, handled logistics, and created evacuation plans. On Coruscant, such events may have required thousands of hours of work. The Guard also investigated credible threats against Palpatine, whether they be simply graffiti to HoloNet broadcasts.

By 19 BBY, approximately three years after the First Battle of Geonosis, the Red Guard and Coruscant Guard clone shock troopers had all but supplanted the Senate Guard as the chancellor's protectors.

Imperial era

By the war's end in 19 BBY, Chancellor Palpatine declared himself Emperor of the galaxy and thereby transformed the Republic into the Galactic Empire. Under the new government, the Emperor continued to favor the Imperial Royal Guard, formerly the chancellor's Red Guard, as his personal security force which, in turn, led to the dissolution of the Senate Guard. During the first days of Palpatine's reign, the bodyguards were responsible for the Emperor's security on the galactic capital world of Coruscant. Off-world, however, the Emperor was accompanied by a detachment of shock troopers of the Coruscant Guard. As the years passed, Palpatine sealed himself away from the populace, having discarded his facade as a friendly, kind-hearted politician in order to fully embrace his true identity as Darth Sidious, Dark Lord of the Sith. On rare occasions he would make a public appearance, but always in the company of the Royal Guard.

During the early years of the Empire, a division of the Royal Guard was stationed in the Inquisitorius Headquarters—a skyscraper located in the Industrial District of Coruscant—which served as a training facility for the Emperor's Jedi hunters, known as the Inquisitorius. In 14 BBY, several Royal Guards accompanied Sidious and his apprentice, Darth Vader, to Ryloth where the Lords of the Sith sought to lure the Free Ryloth movement out of hiding. Most of the guardsmen were killed when Vader's shuttle crash-landed in the planet's equatorial forest. Two guards, Sergeant Erstin Deez and a captain who once served in the Grand Army of the Republic as a clone trooper, survived the crash along with Vader and his Sith Master. The captain was later killed by lyleks, but Deez was able to survive long enough for Moff Delian Mors' Imperial troops to rescue the Sith.

A trio of Royal Guards were stationed aboard the Chimaera, flagship of the Seventh Fleet led by Grand Admiral Thrawn, during the liberation of Lothal. The Emperor commanded the men to execute Padawan Ezra Bridger, having failed to use the young Jedi in his plan to control the world between worlds. Using modified pikes with magnetic clamps to subdue their Force-sensitive target, the guards held Bridger still while a squad of stormtroopers attempted to shoot him. However, Bridger used the Force to hurl several boulders and rocks from a stolen piece of the Lothal Jedi Temple at his attackers, crushing them.

Although the Emperor's safety was the primary responsibility of the Royal Guard, Sidious did not make exclusive use of them. In 0 BBY, two Royal Guards were stationed in Fortress Vader on Mustafar. They acted as sentinels protecting the Sith Lord while he rested in his bacta tank. During the Galactic Civil War, Guards were often used in battle as assassins, armed with force pikes, vibroblades, and many other concealed weapons. Following the Battle of Yavin, two Royal Guards were stationed aboard the Emperor's luxury yacht Imperialis while it was undergoing a refit at Sienar Fleet Systems' Orbital Shipyard CC-24 above the planet Castell. They guarded the vessel's central chamber which stored several Sith artifacts including the mask of Lord Momin. After Lando Calrissian and his companions stole the Imperialis, one of the guards stabbed Lobot with a vibroblade. The guards were then killed by the alien clone warriors Aleksin and Pavol. Korin Pers discovered that the guards had been corrupted by the dark side of the Force.

In 4 ABY, several Royal Guards accompanied the Emperor to the second Death Star orbiting the forest moon of Endor. Prior to the arrival of the Rebel Alliance Fleet, the Emperor dismissed the Guards from his throne room, leaving Sidious alone with Vader and the latter's son, the Jedi-aspirant Luke Skywalker. As a result, the guards were not present to protect the Emperor when Vader turned against his Master in a last-ditch effort to save his son's life. With the Emperor's death and the victory of the Alliance, the Battle of Endor was a turning point that marked the beginning of the end for the Empire.

Royal Guards were stationed at the Palpatine Archive in the Coruscant system, and attempted to stop the thieving Calrissian and Jaxxon, who were after the Totem of Saglanost shortly after the Empire's debacle at Endor.

New Republic era

The Royal Guard continued to serve the Empire despite the loss of their Emperor, serving as bodyguards for several high-ranking Imperial officers such as General Jylia Shale and Grand Admiral Rae Sloane. Two Royal Guardsmen acted as Shale's security detail at the emergency summit on Akiva; another two Guards escorted Sloane to the New Republic capital of Chandrila in 5 ABY, where the Grand Admiral sought to negotiate an end to hostilities between the Empire and Republic. To Sloane's surprise, the Empire's overtures of peace were a ruse for launching a surprise attack on Chandrila, orchestrated by Fleet Admiral Gallius Rax. During the attack, Sloane's Royal Guards attacked and killed several New Republic Senate Guards who escorted the Imperial entourage to the peace summit.

Shortly after the attack on Chandrila, a faction of Imperial soldiers rallied to the barren world of Jakku under Rax's leadership as Counselor to the Empire. One of the soldiers in Rax's army was a Royal Guard, who ultimately perished during the Battle of Jakku. The guard who fell at Jakku was survived by his sister, Arliz Hadrassian, an agent of the Imperial Security Bureau. Hadrassian went on to become the leader of the Amaxine warriors by 28 ABY, roughly two decades after the Empire capitulated to the Republic. By then, she had sold her late brother's Royal Guard helmet to Senator Ransolm Casterfo, a Centrist politician with pro-Imperial views.

Legacy

The legacy of the Emperor's Royal Guard inspired the formation of the Elite Praetorian Guard. Like the royal protectors who guarded Sidious during his reign over the Empire, the Praetorians functioned as the elite personal bodyguards of Supreme Leader Snoke, ruler of the First Order. Consisting of eight sentinels trained to protect the Supreme Leader from any threat, the Praetorians were equipped with various melee weapons and ornate crimson armor deliberately echoing the equipment used by the Royal Guard. In 34 ABY, the Praetorians attacked Rey and Kylo Ren after the latter assassinated Snoke, resulting in a battle in which all eight guards were killed by the Master of the Knights of Ren and his one-time Jedi ally, allowing the former to take the Supreme Leader title.

By 35 ABY, when Palpatine resurfaced on the ancient Sith world of Exegol, the Sovereign Protector Sith troopers had taken over the role as the Emperor's Guard. When Rey and Ben Solo confronted the Sith Lord during the Battle of Exegol, the Sovereign Protectors attempted to protect their master, but were killed by the two Jedi.

Equipment

Royal Guards were completely covered in flowing blood-red robes and featureless scarlet masks that concealed their faces. There existed a variant of the uniform that lacked the robes and ceremonial helmet in favor of light armor, utilized by guards aboard the Imperial Star Destroyer Chimaera. They wielded electrostaffs and force pikes, a staff-like weapon with a vibro-edged head. Additionally, their robes hid a heavy blaster pistol, a vibroblade, and various other weaponry. When on the battlefield, Royal Guards would abandon their traditional weapons in favor of an arsenal better suited for combat, including the T-21 light repeating blaster, Smart Rocket, and the homing shot.

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The Imperial Royal Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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The Royal Gard adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and be wielding a melee weapon.

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The Imperial Royal Guard makes two attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 9 (1d10+4) kinetic damage plus 14 (4d6) lightning damage.

On a hit, the target must then succeed on a Constitution Saving Throw (DC 17) or become stunned.

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TypeDefensive emplacement artillery

A hidden turret was a blaster turret emplacement used to defend an area and surprise unaware enemies.

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

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While the turret is inactive, it is indistinguishable from an ordinary section of floor, wall, or ceiling.

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The turret uses its Intelligence modifier for attack, damage, and initiative rolls. Intelligence (Investigation) and Wisdom (Perception) checks made to identify an inactive turret are made with disadvantage.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 7 (1d10+2) energy damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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

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When the Mandalorian attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

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The Mandalorian deals one extra die of damage with its weapons and equipment and saving throws with explosives have an additional +2 to the DC (included in the attack).

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Activating or deactivating the jetpack requires a bonus action and, while active, the Mandalorian has a flying speed of 40 feet.

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The Mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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While wearing medium armor, the Mandalorian adds +1 to its AC (included).

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The Mandalorian chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes, once per round it deals 4 (1d8) additional damage to its quarry. Additionally, the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

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If The Mandalorian fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MGZjZTA4MWZmMGRk","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Mandalorian halves the damage that it takes from an attack that hits it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"M2JiMTNkMDlmMjUy","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Mandalorian makes three carbine rifle attacks and uses either its thermal detonator, wrist flamer, or wrist missile, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"YTgxYWFhZDM4MmFi","flags":{},"name":"Carabine Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

.

Rapid 3; one target within range must succeed on a Dexterity saving throw (DC 21) or take 20 (3d8+7) energy damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":-2,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"Yzg3MmUzZDhmMzRj","flags":{},"name":"Jetpack Rocket (1/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +13, Range 80/320 ft., One target. Hit : 17 (3d6+7) kinetic damage.

Each creature within 10 feet of the target must make a DC 15 Dexterity saving throw, taking 10 (3d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"NTM2YjYzNzkzYTA5","flags":{},"name":"Thermal detonator (4/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage plus 10 (3d6) fire damage.

The Mandalorian throws a grenade at a point within 40 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) fire and 10 (3d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"MTFjNjVhNjFjM2Yw","flags":{},"name":"Wrist Flamer (3/Day) ","type":"feat","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

.

Each creature in a 15-foot cone or a 30-foot line must make a Dexterity saving throw (DC 15). A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. Any flammable objects in the area that aren't being worn or carried are ignited.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"MzFhNmUyMGVlYjgy","flags":{},"name":"Wrist Missile (3/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +12, Range 30/120 ft., One target. Hit : 14 (2d6+7) kinetic damage.

Each creature within 5 feet of the target must make a DC 15 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":150000},{"_id":"OWZjNzY1ZDU4Y2Iy","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

.

The Mandalorian can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"NjEyODliOTViZmQ5","flags":{},"name":"Carbine Rifle","type":"feat","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

.

The Mandalorian makes one carbine rifle attack.

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.

The target is grappled. On the target's turn, it can use an action to make a Strength saving throw (DC 15) to attempt to break the wire.

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\"Good girl.\"

- Obi-Wan Kenobi to Boga

DesignationNon-sentient
ClassificationReptavian
Subspecies
  • Deathspine varactyl
  • Dwarf varactyl
  • Pijal varactyl
Average height4 meters at the shoulder
Average length15 meters
Average mass1.150 kilograms
Skin color
  • Green in females
  • Orange in males
Feather color
  • Blue and green in females
  • Brown in males
Homeworld
Utapau
Diet
Herbivore

Varactyls, also known as Dragonmounts, were reptavian herbivores native to the planet Utapau, though some specimens found their way to worlds such as Kashyyyk and Belsavis.

Biology

They had beaked faces and long, powerful tails that could stretch to 10 meters. The varactyl's flexible neck supported its armor-plated skull, and both male and female dragonmounts had crests and a ridge of mid-body spines displayed during courting. While females sported blue-green plumage and skin, males were mostly dull shades of orange and brown. Most important were the varactyl's five-toed feet. Not only could a varactyl run very fast, but their feet were adapted with tiny hairlike structures that allowed them to climb the rocky walls of Utapau's sinkholes. This marked the varactyl as an excellent mount for the native Utapauns.

A varactyl's vocalizations were short, loud hooting calls.

Varactyls were very intelligent creatures who long remembered previous riders. The varactyl's reaction to a rider depended on how that rider had treated it previously: it would be loyal and affectionate to a good rider, but hostile and dangerous to an abusive one.

Varactyl subspecies included the dwarf varactyl, varactyl venomblade, varactyl preystalker and deathspine varactyl. It could be related to the Nos monster on Utapau.

History

Long ago, the stunted Utai learned to tame wild varactyl and still served as wranglers for the dragonmounts, acting as keepers of both varactyl and their flying dactillion cousins. Varactyl were known to be loyal and obedient steeds. Riding a varactyl was reportedly similar to riding the speedy suubatars of Ansion. Both creatures were fitted with high-backed saddles for their riders.

In order to track down General Grievous, Obi-Wan Kenobi used a particularly swift and loyal varactyl named Boga. In record time, Boga reached the tenth level of Pau City, and engaged General Grievous in his wheel bike in a furious chase through the city.

Commander Cody carried out Palpatine's Order 66 by ordering an AT-TE's gunner to fire upon Boga and Obi-Wan; however, the AT-TE's cannon blast hit a wall near them, and the two plunged to the grotto below.

Many years before the Galactic Civil War, someone had brought a live varactyl egg to Kashyyyk. When the egg was subsequently lost, it hatched, and soon dozens of varactyl populated a section of jungle on the Wookiee homeworld. As varactyls are not known to be able to reproduce asexually, how this happened is unknown.

A large number of varactyls once attacked the Wookiees of the Kerritamba Village. After they had finally fended off the attacks at the Great Tree, the Wookiees drove the varactyls out of the Kkowir Forest.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.5,"powerLevel":0,"xp":{"value":100},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 11","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/131_-_Varactyl_2C_Adult/avatar.webp","token":{"flags":{},"name":"Varactyl, Adult","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/131_-_Varactyl_2C_Adult/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Pt3QdmunpnR0DBEF","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":19,"max":19},"bar2":{"value":11,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmM3YzNkYTZkNzg2","flags":{},"name":"Trampling Charge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/131_-_Varactyl_2C_Adult/avatar.webp","data":{"description":{"value":"

If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OGE5NzRjZGFkYmZi","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/131_-_Varactyl_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} -{"_id":"PzTBQ6g3B8MsChgT","name":"Imperial Shadow Guard","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":1,"min":3,"mod":1,"save":5,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":19,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered battle armor"},"hp":{"value":118,"min":0,"max":118,"temp":0,"tempmax":0,"formula":"15d8+45"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":118,"min":0,"max":118},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"
Founder(s)Darth Sidious
Leader(s)
  • Darth Sidious
  • Darth Vader
Location(s)
  • Coruscant
  • Death Star
Date foundedc. 29 BBY
Affiliation

Galactic Empire (Stormtrooper Corps, Emperor's Royal Guard)

The Emperor's Shadow Guard was an organization of elite, Force-sensitive soldiers recruited from the defeated remnants of the Sun Guard and Jedi Knights who fell to the dark side. They served the Galactic Empire during the Great Jedi Purge. They were trained by Darth Vader.

Characteristics

Few Imperials knew the true origins of the mysterious and powerful Shadow Guard, an elite special operations unit within the Emperor's Royal Guard. They were silent and enigmatic warriors that received orders directly from Emperor Palpatine himself and were often sent to eliminate suspected Jedi and other Force users. When necessary they would also be put under the supervision of Darth Vader. The job of the Emperor's Shadow Guard was mainly to guard the Emperor, also known as Darth Sidious.

These guardsmen demonstrated Force powers of their own which led many to suspect that they were in fact former Jedi that had been captured, tortured and brainwashed by Palpatine, but this was a rumor that was never proven. The Shadow Guards commanded a great level of respect within the Empire's ranks and often led quartets of Imperial Stormtroopers into battle against the Emperor's most hated foes. Shadow Guard members were always guarded by their own detail made up of Imperial Navy Commandos or stormtroopers, or in certain cases, members of the standard Royal Guard, although they were easily defeated during their battles with Starkiller.

They were capable of using a range of Force abilities such as Force lightning, Force Repulse, Force Push, Force Choke and Force Maelstrom.

History

Near the end of the Clone Wars conflict, the Sith apprentice Count Dooku ordered his minion Asajj Ventress to execute most of the Sun Guard organization. Several of the more devoted Sun Guards were placed in Palpatine's Red Guard, later to join his Royal Guard. Those who were Force-sensitive were selected as candidates for the Emperor's Shadow Guard.

In about 17 BBY, two members of the Shadow Guard were sent to a Golan space defense platform in orbit of the planet Byss, to serve Inquisitor Valin Draco as part of a training mission. The station was attacked by the Alderaanian Resistance during the Battle of Byss and the Shadow Guards fought against a number of Resistance agents that had boarded the station.

The Shadow Guard were used during operations in 2 BBY, in attempts to silence Darth Vader's rogue Sith apprentice, Starkiller.

A lone Shadow Guard, along with several Imperial Navy commandos was sent to Nar Shaddaa when Starkiller tried to find Jedi Master Rahm Kota at a local bar called the Undertow, where he had caused a commotion in searching for information as to Kota's whereabouts. The Shadow Guard was killed when Starkiller used a Force Maelstrom to blow him out of the bar. Having extinguished this threat, Starkiller headed to Cloud City on Bespin.

Four other Shadow Guards were sent to Cloud City with a squad of stormtroopers to assassinate both Starkiller and Master Kota but were forced to fight Starkiller in several duels, one of which where their bolts of Force lightning collided in a battle of wills whereas. Despite all the efforts to move the ball of energy towards their opponent, Starkiller easily overpowered the guard. The last guard was then hit with both Starkiller's bolt and his own killing him instantaneously.

At least one was stationed on Kashyyyk and tried to prevent Starkiller from getting near the Imperial skyhook, but he was subdued and killed by the aspiring Sith pupil, who ran him through with his own lightsaber pike.

At least one was found on Raxus Prime in the Imperial Ore Facility, though this was actually PROXY using a program based on a Shadow Guard to try to kill Starkiller. Later, the young apprentice actually encountered a real Shadow Guard at the Ore Cannon Control. He met his end when Starkiller trapped him in a Force Grip and threw him into the ore cannon, incinerating him.

A final known Shadow Guard led the last line of defense of Palpatine's watchtower on the Death Star I, this one backed by a quartet of Royal Guards wielding lightsaber pikes. The guard was grappled by Starkiller, who broke his neck and killed him.

Equipment

Their appearance was identical to the Royal Guard, except that their armor and visor colors were inverted, with the full body armor and robe being black and the visor red. The armor provided them a great deal of protection making it both functional as well as ceremonial in purpose.

Their primary weapon was a lightsaber pike with a red beam extending from the tip of the weapon. In addition to this, their equipment included a heavy blaster pistol as well as a utility belt which included a medpac. Furthermore, they possessed a comlink which was long range, encrypted and miniaturized as well as including holo capability. Sometimes they carried cloaking devices.

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.

The Imperial Shadow Guard makes two attacks.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 7 (1d6+4) energy damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Speeders

A speeder is any hovering high-speed ground vehicle\nthat uses anti-gravity repulsorlift technology and\noperates within a planet's atmosphere. Examples\ninclude landspeeders and airspeeders, which were not\nstrictly repulsorcraft as they did not hover above the\nground. Some speeders have afterburners that enable\nhigh-speed ight. Airspeeders are able to y at\naltitudes higher than landspeeders, some reaching\nheights of more than 250 kilometers. 

\n\t\t\t\t
\n\t\t\t
\n\t\t

Landspeeder

Low-power repulsorlifts allow most landspeeders to\nconstantly hover one to two meters above the ground,\nboth when stationary and while traveling. Turbine jet\nengines are responsible for propelling the vehicle\nforward. Some landspeeders also include mounted\nweapons either at the front of the craft or above and\nbehind the pilot and/or passengers.\n

\n\t\t\t\t\t

Hundreds of designers, manufacturers and models\nexist throughout the galaxy, though the SoroSuub\nCorporation dominated the landspeeder market\nbefore and during the reign of the Galactic Empire.\n

\n\t\t\t\t\t

Most landspeeder models are capable of carrying\none or more passengers, and top speeds vary between\n100 and 250 kilometers per hour. Most models are\nbetween 3 to 8 meters in length. Cockpit congurations\non many models feature retractable windshields and\ncanopies that allow the driver and passengers to be\neither fully enclosed, or open to the air.\n

\n\t\t\t\t\t

There are many types of landspeeders, from sporty\ncivilian models designed for speed and ashy looks to\neveryday utility craft that range from small speeder\ntrucks capable of hauling small cargo to massive\nfreighter-like transports that could carry tremendous\nloads. There are even a number of models built\nspecically for military use.

X-34 Landspeeder

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The X-34 is a civilian landspeeder of mundane design\nproduced by SoroSuub Corporation. Built with a\npowerful repulsorlift engine augmented with three air-\ncooled thrust turbines, the X-34 hovers up to a meter\no the ground during operation. The vehicles are\ncapable of crossing rough terrain, and are well-suited\nfor harsh desert climates. Available in open-air or\nsealed cockpit designs, the speeders lack any form of\ncombat capability in the form of weapon mounts or\narmor. The X-34 is fast, if fairly nondescript in\nappearance, and measures 3.4 meters in length. X-34 landspeeders utilized by the\nRebel Alliance were retrotted with\nblaster cannons. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/avatar.webp","token":{"flags":{},"name":"Landspeeder, X-34","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"QD8R1RN98px8N9cf","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":45,"max":45},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OGJlOTdhZjM5ZWE3","flags":{},"name":"Quick Escape","type":"feat","img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/avatar.webp","data":{"description":{"value":"

The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ffects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

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The Jedi has advantage on saving throws against poison and disease.

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The jedi deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the jedi doesn't have disadvantage on the roll.

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On each of its turns, the Jedi Infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

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If the Jedi Infiltrator is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fail

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The Jedi Infiltrator is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 33 force points).

The

Jedi knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect,

saber throw

1st level:battle precognition, force jump, force mask, force

propel, slow descent

2nd level: calm emotions, force camouflage, stun, stun droid

3rd level: telekinetic storm, knight speed, sever force

4th level: disable droid, improved force camouflage

5th Level: telekinesis

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When a creature makes a melee attack roll against the jedi, it can use it’s reaction to jump 10 feet in a direction of it’s choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks.

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.

When the Jedi makes three lightfoil attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) energy damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

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If the Jedi surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

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The Jedi can use a bonus action to take the Dash, Disengage, or Hide action.

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The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo it's proficiency bonus to make an additional two-weapon fighting attack, also without it's proficiency bonus.

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If the Fallen Jedi is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Fallen Jedi primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

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The Fallen Jedi is a 12th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 36 force points).

The Fallen

Jedi knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect

mind, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, phase strike, hex

2nd level: stun droid, phasewalk, darkness

3rd level: dark aura, knight speed, sever force, force repulse,

choke

4th level: improved force camoflauge

5th level: telekinesis

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MTk4MjAyNWZhY2Y5","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

The Jedi adds 4 to her AC against one melee attack that would hit her. To do so, the Jedi must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZWU1ZGJiNWNiMzA5","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Jedi makes three lightfoil attacks or two lightfoil attacks and two offhand lightfoil attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"NGUyOGQ0YWJlMzlk","flags":{},"name":"Offhand Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000}]} -{"_id":"QUxnfEFUPkMUASs5","name":"Trooper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"light battle armor"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8+4"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"They'll do their job well. I'll guarantee that.\"

- Jango Fett

Organization type
Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Republic Military)

Clone troopers, also known as Republic troopers, Republic troops, Republic soldiers, and nicknamed the \"Boys in White,\" were highly trained soldiers in the Grand Army of the Republic. Representing the future of galactic warfare, clones were designed to be far superior to battle droids. During the last years of the Galactic Republic, clones formed the backbone of the Republic Military that waged war against the droid armies of the Confederacy of Independent Systems. The Clone Wars was named after the Republic's clone army, which became symbolic of the conflict that had spread throughout the galaxy after a millennium of peace.

Clone troopers were grown on the planet Kamino at the request of Jedi Master Sifo-Dyas, having secretly commissioned the Kaminoans to build an army for the Republic. After his death, the project was taken over by the Sith. Clones were modeled on a human template, the bounty hunter Jango Fett, although their genetic structure was modified to make them less independent and more docile than their progenitor. They were also designed to age at twice the rate of natural humans, accelerating their growth and making them ready for combat in a decade's time. As the Separatist Crisis gave way to open war, the Galactic Senate empowered Supreme Chancellor Sheev Palpatine to call the clone troopers into action, leading to their debut on the battefield of Geonosis. For three years, clones fought the Separatist droids on all fronts across the galaxy. They were loyal to their Jedi Generals and the Supreme Chancellor; though some clones questioned their service, leading to isolated cases of desertion and treason, most were proud to serve the Republic as it was the only life they had ever known.

Galactic history was forever changed by a hidden control chip implanted in every clone. Chancellor Palpatine, discovered by the Jedi to be the Sith Lord Darth Sidious, issued Order 66—calling for the annihilation of the Jedi Order. With the Jedi labeled as enemies of the state, the clones turned against their generals, slaughtering them across worlds and inside the Jedi Temple on Coruscant under the stewardship of the Sith Lord Darth Vader. Sidious subsequently assumed absolute power as the self-proclaimed Emperor of the Galactic Empire. Clones initially served as Imperial stormtroopers in the New Order, but were soon replaced by human conscripts. Their armor, weapons, and training inspired generations of white-armored warriors, especially the First Order stormtroopers who were also trained from early childhood to become super-soldiers.

History

Origin

\"They are totally obedient, taking any order without question. We modified their genetic structure to make them less independent than the original host.\"

\"And who was the original host?\"

\"A bounty hunter called Jango Fett.\"

- Lama Su and Obi-Wan Kenobi

Years before the Invasion of Naboo, Jedi Master Sifo-Dyas came to believe that the galaxy would soon become engulfed by war. He therefore advocated for the creation of an army to ensure the defense of the Galactic Republic, but his views were ultimately rejected by his peers and he was cast out of the Jedi High Council. Undeterred by the lack of support from the other Jedi, Sifo-Dyas secretly contacted the Kaminoans—a species of experts in cloning, native to the planet Kamino—and commissioned them to create an army of clone soldiers for the Republic without authorization from either High Council or the Galactic Senate.

Shortly afterward, Sifo-Dyas was killed by the Pyke Syndicate at the behest of the Sith, resulting in the Sith's takeover of the clone trooper project. Darth Tyranus, the apprentice of the Sith Lord Darth Sidious, recruited the bounty hunter Jango Fett to become the genetic template of the clone army. Various modifications were made to the Fett genome so that the clones would grow faster and be more susceptible to following orders. Hyper-aggressive and volatile tendencies were tailored; the Kaminoans resorted to growth acceleration in order to create mature clones in half the time a human took to reach maturity. Fett's genetic structure was further modified to make the clones less independent and more docile than their template. However, the clones were also designed to be capable of creative thinking, making them far superior to battle droids according to Prime Minister Lama Su. In addition to Fett's financial compensation, the bounty hunter requested an unaltered clone for himself. As a result, the clone known as Boba Fett was created without the genetic modifications that caused the other clones to grow faster and obey orders without question. Jango became a near-mythologized figure, and clones came to view him as their father figure. However, the bounty hunter himself had no pride in the army, stating they were the cloners' creation and viewing them as livestock made to be cannon fodder.

Although the Kaminoans believed that the army was meant to serve the Republic, the Sith intended to use the clone troopers as their secret weapon against the Jedi Order. The clone army's true purpose was to exterminate the Jedi, and to that end an organic inhibitor chip was implanted into the brain of every clone trooper at the third stage of their development, of which at least one failed in clone trooper Tup, causing him to kill a Jedi beforehand. Officially, the chips were supposed to make the clones less aggressive and independent than Jango Fett. The significance of the inhibitor chip was supported by the assertion that a clone would become mentally unstable and dangerous to everyone around him if his chip was damaged or surgically removed. The chips were, in fact, created to compel the clone troopers to execute Order 66—a secret protocol that authorized the destruction of the Jedi Order.

Each clone trooper had an identifying code inserted in his left wrist. During the Clone Wars, the codes were linked to the file of every individual trooper in the Republic's military database. The files, which could be accessed by an astromech droid via the scanning of a clone's identifying code, contained the clones' designation, rank and overall service record, as well as any specialized training and the units that he was affiliated with. Most clones also shared their template's dark-brown eyes, black hair, and olive skin. While there were some genetic variations, most of these clones would ultimately remain confined to Kamino, being embarrassments or case studies.

Within a decade after Sifo-Dyas commissioned the creation of the clone army, the first two-hundred thousand units were ready with a million more underway. Around the same time, the Jedi Knight Obi-Wan Kenobi discovered the clone project on Kamino and duly informed the Jedi Council. By then, the galaxy was on the verge of a civil war between the Republic and a secessionist movement that ultimately formed the Confederacy of Independent Systems. Since the Jedi lacked sufficient manpower to guard the entire Republic, the Senate resolved to grant emergency powers to the executive branch. As a result, the clone troopers were formally organized into the Grand Army of the Republic by Supreme Chancellor Sheev Palpatine—the elected leader of the Senate and public persona of Darth Sidious, Dark Lord of the Sith.

Clone Wars

Soldiers of the Republic

\"I have to admit that without the clones, it would have not been a victory.\"

\"Victory? Victory you say? Master Obi-Wan, not victory. The shroud of the dark side has fallen. Begun the Clone War has.\"

- Obi-Wan Kenobi and Yoda

Clone troopers were deployed into battle for the first time on the planet Geonosis, where twelve Acclamator-class assault ships supplied by Kamino were loaded with two battle armies, or 192,000 troops. Under the leadership of the Jedi, the Grand Army of the Republic forced the Separatist Droid Army into full retreat and consequently won the first battle of the Clone Wars. In the wake of the Republic victory on Geonosis, Count Dooku—the alter ego of Darth Tyranus—rallied a growing number of dissenting worlds to the Separatist cause, further dividing the Republic and forcing the clone troopers to fight the war on all fronts across the galaxy.

Throughout the conflict, clone troopers continuously demonstrated extreme loyalty to the Galactic Republic, especially their Jedi Generals and the Supreme Chancellor. Yet while the clones were conditioned to be absolutely obedient, every clone developed his own unique identity. Though encouraged to identify with their cohort, the clones received no time to form friendships beyond a soldier's bond. Insufficient or rushed field care led some clone veterans to have deep, physical scars. These soldiers wore their scars with pride, and some refused rehabilitative treatment to remove them.

The distinction between each clone ranged from loyal units, such as Clone Commander CC-2224 \"Cody\" and Clone Captain CT-7567 \"Rex,\" to a minority of clones who proved to be disloyal or uncommitted to the Republic's cause, such as Clone Sergeant \"Slick.\" Regarding service as slavery, Slick betrayed the Republic by accepting bribes from the Separatists and was therefore arrested as a traitor by the Grand Army. Another clone trooper displayed aberrant behavior by deserting the Grand Army and becoming a farmer under the name \"Cut Lawquane.\" For the most part, however, the clones found pride in their purpose as soldiers, and many continued to sacrifice their lives for the Republic. The clones fought alongside the Jedi and each other, and clone troopers viewed each other as brothers. While admirable, this quality could keep them from seeing the bigger picture and make them willfully ignorant of the Republic's politics. In particular, clones tended to view their fellow soldiers as family, fallen comrades as ancestors, and new recruits as descendants. Troopers also tended to see their barracks or starships as places of work.

As the Clone Wars dragged on, the stress of combat and high casualties caused cracks and strains among the ranks of the clone soldiers. Personality quirks, once considered harmless or even essential to their mental development, began to express themselves in extreme and polarizing ways. Each unit created their own rituals, small ways to identify squad mates, those from the same company, and veterans of specific campaigns. A soldier that talked about \"cracking that crystal\" identified themselves as a veteran of Christophsis and the assault on Crystal City, while an officer calling targets \"bugs\" revealed he fought in the hives on Geonosis. While many clones respected a soldier with a different background, some felt separated by time, space, and the unique aspects of their struggle.

Though the vast majority of clones remained loyal to the Republic over the course of the three-year conflict, as time progressed a small number began to question their strict obedience. Naive new clones fresh from the clone tanks found themselves fighting alongside veterans with years of combat experience, the deaths of comrades, objectives gained and failed, and the often-ineffectual civilian Republic leadership. Consequently, some veterans developed a skepticism of Republic bureaucracy that shocked even the most cynical of rookie clones. Unlike most \"natural\" species where youth question their elders, it was the older clones of the Grand Army of the Republic who found themselves questioning their values and traditions. These clones still found comfort in the company of their brothers, but life no longer seemed as cut and dry to them.

Public image

\"Valiant men, the clones have proven to be. Saved my life and yours they have many times. Believe in them we must.\"

- Yoda

Throughout the Clone Wars, clone troopers featured prominently in propaganda sponsored by both the Republic and Separatist media. Through the Commission for the Protection of the Republic, a populist organization commonly known as COMPOR, clones were portrayed as the public face of the Republic's war effort, resulting in the publication of patriotic artwork such as Unite and Support the Boys in White. The posters expressed patriotism and civic duty to the citizens of the Republic. Part of a large outreach campaign, clone troopers became the symbol of the war effort, largely replacing the Jedi of previous years. Projecting strength and unity, they reminded citizens that their sacrifices were funding peace through military might.

Such messages were intended to ingrain the image of the clone trooper as brave soldiers risking all for freedom, democracy and the Republic. Although COMPOR also wanted to use the Jedi Order as a tool for propaganda, Chancellor Palpatine advised against this course of action, citing sympathy for the Jedi's reluctant acceptance of their new role during wartime. As a result, very few examples of pro-Jedi messages exist as COMPOR devoted their full attention to promoting support for the clone troopers as well as loyalty to the Republic and, in particular, Chancellor Palpatine.

By contrast, the Confederacy of Independent Systems decried the clone army as a biological abomination—an inhumane practice in which weaponized embryos were carried to artificial term and turned into disposable killing machines. The Separatist cause was, therefore, portrayed as the more \"humane\" approach due to the Confederacy's use of battle droids. As the war carried on, more Republic citizens became disillusioned with the seemingly endless conflict, allowing Separatist and anti-war propaganda to take root in the Republic's territory. Widespread discontent began to erode the clones' public image despite COMPOR's efforts; even their civilian-coined nickname \"Boys in White\" backfired as anti-war activists pointed to the fact that the clones were barely thirteen years old by the third year of the Clone Wars.

Order 66

Sith conspiracy

\"I like a good mystery.\"

\"Yeah? You ever hear the one about the people engineered to kill, engineered to kill their best friends, their leaders, and they don't even know it?\"

- Jay Igno and CT-5555[src]

Near the end of the war, Order 66 was nearly discovered by the Jedi. CT-5385 \"Tup\" was a clone trooper in the 501st Legion who became mentally unstable when his inhibitor chip malfunctioned during the Battle of Ringo Vinda, causing him to kill Jedi General Tiplar. This premature execution of Order 66 resulted in an investigation by the Republic, the Jedi, and the Kaminoans. The Sith also took an interest in the matter; Count Dooku—whom Lama Su and Nala Se knew only as \"Tyranus,\" their secret benefactor—instructed the Kaminoans to prevent the Jedi from discovering the true purpose of the inhibitor chips. Tyranus was also disturbed by the degree of individuality that the clones displayed in spite of their psychological conditioning; Nala Se believed that the Jedi were responsible for encouraging greater creative thinking in the clones. Nevertheless, she was certain that, with the exception of Tup's damaged chip, the rest of the chips would function according to their design.

During the investigation, ARC trooper CT-5555 \"Fives\" became increasingly convinced that the inhibitor chip was part of a conspiracy against the Republic and the Jedi. Against Nala Se's advice, he was allowed to plead his case to Chancellor Palpatine. However, their meeting led the ARC trooper to believe that the Chancellor was involved in the conspiracy, although he was unaware of to what extent. Jedi Master Shaak Ti witnessed Fives's attempt to assassinate the Chancellor and prevented him from succeeding. Soon after his escape from the Grand Republic Medical Facility, Fives, who was trying to warn Jedi General Anakin Skywalker and Captain Rex, was cornered by the clone shock troopers of the Coruscant Guard and executed by Commander CC-1010 \"Fox\", commander of the Coruscant Guard. The investigation falsely concluded that Tup's chip was infected by a rare parasite native to Ringo Vinda and Fives succumbed to madness after removing his own chip on Kamino.

Shortly before dying, Tup and Fives—both of whom had their chips removed—described Order 66 as a mission that they repeatedly experienced in their nightmares. With their deaths and the removal of any evidence that could alert the Jedi to the existence of Order 66, the Chancellor convinced the Jedi Council that the clone troopers did require their inhibitor chips. Still, Rex, who had held Fives as he died, submitted a grievance report, where he stated the inhibitor chips could have an alternate purpose. While he was not sure if he believed it and knew the report would be ignored, Rex believed he owed it to Fives to record what he had learned.

The death of Fives did not completely ensure the secrecy of Order 66, however. The Jedi Council began inquiring into the specific circumstances regarding the mysterious death of Sifo-Dyas, the founder of the clone army. Alarmed by the Jedi's interest in the matter, Darth Sidious tasked his apprentice with the responsibility of eliminating any remaining loose ends that could connect the Sith with the creation of the clones. Darth Tyranus journeyed to the planet Oba Diah and killed Minister Lom Pyke of the Pyke Syndicate, but not before the Pyke revealed to the Jedi that Tyranus and Dooku were one and the same.

The Jedi Council was disturbed by the revelation of the Sith Order's involvement in the creation of the clones. Yet in spite of their suspicions regarding the reasons the Sith would provide the Jedi with an army, the Council ultimately chose to conceal their findings from the public and the government, fearing that such a discovery would undermine public confidence in the war. Moreover, Grand Master Yoda defended the clones' integrity to his peers, believing that the Jedi could trust in their loyalty as they had saved their lives many times and had proven worthy allies.

Fall of the Jedi

\"How widespread is this?\"

\"Ahsoka, it's all of us. The entire Grand Army of the Republic has been ordered to hunt down and destroy the Jedi Knights.\"

- Ahsoka Tano and Clone Commander Rex discuss Order 66

After three years of constant warfare, the Separatist forces attacked Coruscant, the Republic capital world, and managed to abduct Chancellor Palpatine in the process. The clone troopers rallied to Coruscant's defense while the Jedi Knights Obi-Wan Kenobi and Anakin Skywalker rescued the Chancellor. During the battle, Darth Tyranus was slain by Skywalker—an act which brought the Clone Wars closer to a successful conclusion for the Republic. The Jedi Council moved to capitalize on the momentum gained by Tyranus' death in the hope of ending the war.

The Grand Army continued to fight the war on various worlds across the galaxy, including Mygeeto, Felucia, Cato Neimoidia, and Saleucami. New fronts were opened as clone troopers were deployed to Kashyyyk and Utapau; and other planets as part of the Outer Rim Sieges. CC-1004 \"Gree\" and the 41st Elite Corps fought side-by-side with the Wookiees in the Battle of Kashyyyk, under the command of Yoda, while Kenobi and Cody oversaw the Battle of Utapau between the 212th Attack Battalion and General Grievous's droid army.

As the Republic drew closer to achieving total victory in the Clone Wars, Chancellor Palpatine revealed his true identity as Darth Sidious to the Jedi, provoking an immediate response from the Jedi Council. The consequent confrontation between the Council and the Dark Lord ended in the deaths of several Jedi Masters, including Mace Windu, and Anakin Skywalker's fall to the dark side of the Force. Now anointed as the Sith Lord Darth Vader, Sidious's new apprentice participated in the 501st Legion's assault on the Jedi Temple. Under the influence of Order 66, the 501st clone troopers stormed the Temple and exterminated the Jedi within. None of the Jedi were spared, including the younglings.

Around the same time, Darth Sidious issued Order 66 to the clone troopers throughout the galaxy—declaring every Jedi an enemy of the Republic. Order 66 triggered the hidden chips within the clones, compelling them to comply without question or hesitation with the plan to annihilate the Jedi. The clones turned on their unsuspecting allies and slaughtered them across numerous worlds. With the exception of a few survivors, the Jedi were all but extinct in the aftermath of the initial execution of Order 66. In addition, this protocol did not end with members of the Jedi Order, as clone troopers who failed to comply with the order were to be killed as well. Aboard a Venator-class Star Destroyer, Skywalker's former Padawan, Ahsoka Tano, and the rogue Sith Lord Maul were also targeted by the clones of the 332nd Company, who had been serving with Tano in the Siege of Mandalore. Rex, who had been promoted to be the company's Clone Commander, managed to resist his chip's control for long enough to tell Tano to find Fives. While he then fell victim to its control, Tano escaped the troopers and released Maul from captivity, intending to have him be a distraction. Tano then looked into Fives, finding Rex's grievance report on the chips. With the help of astromech droids R7-A7, CH-33P, and RG-G1, Tano had Rex knocked unconscious and brought to the medical bay, where they removed his chip, freeing him from Order 66.

After Rex informed Tano that the entire Grand Army had turned against the Jedi and their escape from the medical bay, Tano led Rex and the astromechs to the hangar to steal a shuttle. Elsewhere, Maul continued to move through the warship, ultimately entering and destroying the hyperdrive room. This pulled the Star Destroyer out of hyperspace and into the gravitational field of a moon, but the 332nd remained determined to kill Tano, even if it would result in their own deaths. Even though the clone troopers blocked their path to a Nu-class transport shuttle, Tano did not want to harm the soldiers, but Rex, who shed a tear, informed her of the troops' determination to follow Order 66. Tano was still unwilling to take their lives and devised a plan to stall the troops; while R7 prepared to drop parts of the floor, Rex distracted Clone Lieutenant/ARC trooper CT-5597 \"Jesse\" and the other clones by bringing Tano before them and explaining a complication with their order. This was that Order 66 commanded the death of the Jedi, but Tano was no longer part of their organization. Jesse rebutted, noting that Rex had told them they were under special order to kill Tano and any disobeying clone. Rex made a final plea to Jesse, but the Clone Lieutenant believed Tano was a traitor and found his superior to be in violation of protocol 66. Stating Rex would be demoted and killed with Tano, Jesse prepared the company to execute their former allies, but R7 then dropped the floor, separating a large portion of the clones and letting Tano and Rex deal with the reminder. However, Maul then entered the hangar and stole their shuttle, forcing them to look for a ship on the hangar's lower level.

The clone troopers managed to blast the three astromechs, but Tano and Rex found a functional BTL-B Y-wing fighter-bomber before the Venator entered the atmosphere. Once both were inside the Y-wing starfighter, they landed the ship nearby the Venators crash site. The clones aboard the warship, including Jesse, had been killed by the crash, but Tano and Rex buried their former comrades and used their helmets to mark each clone's grave. Tano then abandoned her lightsaber at the site. Eventually parting ways, Rex and Tano had both agreed to leave for the Outer Rim Territories.

Imperial service

Soldiers of the Empire

\"I heard they shut down the facilities on Kamino. They'll train up the last batch of clones and that's it.\"

\"But that's crazy. Who will protect the Empire?\"

\"Don't know, Kicker. But it won't be us. We get to pack up old Jedi way stations and crate everything back to Coruscant. I think our fighting days are done.\"

- \"Ding\" and \"Kicker\"

Without the Jedi Order, the galaxy fell under the power of the Sith once more. Sidious, having accumulated absolute political and military control over the Republic, was able to become the self-proclaimed Emperor of the First Galactic Empire. The Republic was no more; democracy and liberty were supplanted by the absolute rule of the Sith, leading to sweeping alterations that distinguished the New Order from the old system. During this time of change, all remaining clone troopers were re-designated as Imperial stormtroopers. As a result, the soldiers that once defended the Republic became the Empire's elite shock troops, enforcing the Emperor's will and destroying his enemies during the early days of the new Imperial Era.

Despite the clones' role in the formation and enforcement of the early Empire, the clone trooper production line was halted, causing rumors to spread across the ranks with clones such as \"Ding\" and \"Kicker\" pondering the Empire's future and the fate of their kind. Knowing that the clone army had only one generation left in its future, older clones dreaded the notion of retirement and, therefore, sought ways to remain on active duty, such as joining the Emperor's Royal Guard.

The drop in casualties following the end of the war allowed the Empire to suspend clone production without a major disruption in manpower as new, non-clone recruits took up the mantle. Nevertheless, the Empire continued to make use of clones even as they were gradually phased out of service. Clone troopers were dispatched to secure Jedi sites, such as the Mid Rim Jedi way station Brighthome, a task which the clones found tedious as they preferred to serve on the battlefield. In addition, shock troopers continued to patrol the upper levels of Coruscant and even supported Darth Vader in his efforts to capture Jedi Master Jocasta Nu, the Chief Librarian of the Jedi Temple Archives.

As time passed, however, the remaining clones were deemed no longer fit for military service due to their accelerated aging process. No longer using fresh clones to replenish the army due to the shutdown of the cloning hatcheries on Kamino, the Empire introduced birth-born human recruits and conscripts into the stormtrooper ranks, thereby causing the Imperial Military to transition from a clone army to a volunteer force. In 14 BBY, Sergeant \"Crest\" was a clone trooper who still served the Empire, although Darth Vader stated that the clone's aging may have been too fast for him to remain on active duty. However, Vader ultimately promoted Crest to the rank of lieutenant.

By 4 BBY most clones had been decommissioned and were regarded as obsolete. A small number of clones remained in Imperial service, acting as training instructors for the next generation of stormtroopers. One such clone was TX-828 \"Torrent\"; as one of the last clones in the Stormtrooper Corps, he was a rare sight by the time of the Battle of Yavin. At that time he was nearing the age of forty due to his accelerated growth process, with strands of gray coloring his black hair. By then the rarity of Torrent kind was such that ISB Senior Commander Alecia Beck was surprised to encounter a stormtrooper from the original Kaminoan production line.

An Imperial clone stormtrooper known as Crag remained in military service well into the Empire's reign, despite his accelerated age. Having served as a soldier since the time of the Republic, the old clone had a strong sense of duty, which he believed was maintaining order in the galaxy. However, his personality earned the ire of a fellow trooper, Sardis Ramsin, who regarded Crag as a \"relic.\" Crag was serving as a sandtrooper of Foot Patrol 7 when his team deployed to Mos Eisley on Tatooine, shortly before the Battle of Yavin in 0 BBY. They had been sent to capture two droids belonging to the Rebellion, C-3PO and R2-D2, but fell under the influence of a Jedi mind trick performed by an old hermit. Unbeknownst to Crag and his team, the old man with the droids was the Jedi fugitive Obi-Wan Kenobi, who used the Force to dominate the weak-minded troopers in order to move the droids into the city unopposed.

Life after retirement

\"What's the point of all this? I mean, why?\"

\"I don't know, sir. I don't think anybody knows. But I do know that someday this war is gonna end.\"

\"Then what? We're soldiers. What happens to us then?\"

- CT-7567 and CT-5555

During the later years of the Clone Wars, many clones talked about retirement as a reward for their service, but few knew what it entailed. Indeed, the Republic planned to retire the clones, but neither the government nor the clones knew what that meant. If a soldier brought the subject up, their commander would often put an end to the idle chatter. A few forward-looking clones contemplated work in corporate security or consultation with local militaries owing to their lack of civilian job skills, and their accelerated aging process decreased the likelihood of them learning and mastering such job skills before they died. However, strong loyalties to the former Republic created a moral quandary when it came to security work, as retired clones would possibly be fighting some of their former brethren.

Before the Republic collapsed, politicians had vetted certain officers about staying in a formalized and permanent Republic military to maintain the peace. A few exceptional clones had even been approached to run for political office. Having proven their loyalty to the Republic, and with the civilian population loving military heroes, many clones would have made ideal candidates were it not for the clones' general disdain for politicking.

Psychological impact of Order 66

\"The kid was right. Billaba was our hero. Yours and mine.\"

\"That traitor? No. Never!\"

\"Yes. She was. And Order Sixty-Six… We followed it—I followed it—as if under some kind of spell… As if I had no will of my own. No memories of the battles we had fought together. Not for one second did it occur to me to even question the Emperor's command!\"

\"Because when soldiers question orders, people die!\"

\"People died anyway! Master Billaba died at my hands! My friend, let's take one second now… Before it's too late.\"

\"You're talking like a Jedi traitor, Grey. We did what we had to do. Anything else is literally… Unthinkable.\"

- CC-10/994 and \"Styles\"

Some clones felt bitter and horrified by their actions, having been traumatized by the aftereffects of Order 66. On one occasion, CC-10/994 \"Grey\" was dismayed by his own thoughtless execution of Order 66—an experience which he described as being in trance, and therefore, unable to control his actions. Captain \"Styles\" did not share his commander's concern over the moral issues of Order 66, however. In an effort to atone for his participation in the Jedi Purge, Grey sacrificed his life to save Caleb Dume, the apprentice of Jedi Master Depa Billaba whom the clone killed while under the influence of Order 66.

Sometime after the issuing of Order 66 and the removal of Rex's chip, CC-3636 \"Wolffe,\" and CC-5576-39 \"Gregor\" had their chips removed. In the years that followed the Clone Wars, Rex and the other two clone veterans lived in retirement on Seelos, where they made a home out of a modified All Terrain Tactical Enforcer. Despite the effects of their accelerated growth, the aging clones decided to oppose the Empire by joining the nascent rebellion, a movement dedicated to the restoration of the Republic that the clones once served. Regarding the clones' view of stormtroopers, Rex was generally dismissive of the humans who replaced his brethren.

Clones in the Rebellion

\"Tell me, what's it like to be a traitor?\"

\"I'm no traitor. You want an answer, ask the Emperor about it.\"

\"Don't you feel guilty for turning your back on the Empire and joining these rebels?\"

\"These \"rebels\" are saving people's lives, which is more than the Empire's been doing across the galaxy.\"

- Jeken and Rex

Although the extensive majority of clone troopers were loyal to the Empire, held in place by training and established organic programming, a few clones were able to discover how to disconnect or repel their programming. Of those few, even fewer decided to rebel against the Empire, mostly due to their increasingly old age or situations. The rebellious clones brought their combat training and experience to the various resistance groups that they joined and were also knowledgeable in Imperial strategy and military bureaucracy. Although clones active in the growing rebellion operated apart from each other, some instances saw several clones working together.

At least one Jedi survivor harbored a grudge against the clones. Kanan Jarrus was traumatized by the events of Order 66, including the sudden execution of his Master, Depa Billaba by their own clone troopers, who betrayed and murdered the Jedi Master without hesitation. This experience caused him to develop a strong sense of bitterness towards the clones. After Clone Captain Rex joined the rebellion, Jarrus still possessed his grudge for a time, but Jarrus came to respect and view him as a friend after the Captain nearly sacrificed himself for Jarrus. After the mission, Jarrus went as far as to salute the clone, which surprised Rex, but he quickly returned it. After the rebellion fully formed into the Alliance to Restore the Republic, Rex continued to serve, and was eventually promoted to the rank of commander in the organization. He served in the Battle of Endor, which would prove to be a major loss for the Empire because of the deaths of Emperor Palpatine and Darth Vader.

Legacy

Galactic Empire

\"If it's a fight you want, I hope you brought a better class of soldier than those…stormtroopers.\"

\"They serve the Empire well, and I have a great many of them.\"

\"You're gonna need all of 'em.\"

- Rex and Alexsandr Kallus

Although the clone trooper program was decommissioned under the Empire, their service in the Clone Wars inspired a generation of birth-born humans, both throughout the conflict and the years that followed. At the time there was no army to enlist in; save for the clones' Jedi Generals, the Grand Army of the Republic was exclusively based on a single template. The Republic faithful nevertheless wanted to do their part as citizens of the thousand-year democracy; as such, they were encouraged by COMPOR propaganda to purchase war bonds or report acts of sedition to the authorities.

The Commission for the Preservation of the New Order (COMPNOR) built upon the carefully engineered symbols and messages of its COMPOR predecessor to accelerate the vast military expansion as decreed by Emperor Palpatine. For all of COMPOR's efforts to mythologize the clone troopers, portraying them as gallant heroes of the Republic in a barrage of propaganda, clones remained an abstraction in the public's mind. Yet whereas the Grand Army's ranks were exclusively clone-based, the galactic populace was encouraged by COMPNOR to serve the state by doing more than purchasing bonds, reporting treason or rationing supplies. With the cloning operation on Kamino suspended, ordinary citizens volunteered for military service in the hopes of wearing the armor of the Imperial stormtrooper and becoming heroes like the clone soldiers they idolized.

By the later years of the Galactic Empire, clone troopers and the Grand Army of the Republic were virtually forgotten, becoming what some called a \"lost generation,\" despite their valiant service. By the war's end, clones had saved billions of lives across the galaxy, while their vehicles and equipment inspired new weapons such as the E-11 blaster rifle, based on the common clone weapon the DC-15, and AT-AT, based off the clone tank the All Terrain Tactical Enforcer.

New Republic Era

\"Of course I don't believe it! A clone that knows the location of forgotten Separatist treasures? Not only is that ridiculous, but the clones are extinct!\"

- A Devaronian, in Takodana Castle

The clones of Jango Fett were extinct by the time of the New Republic Era. However, at least one clone trooper was said to have sired a child before dying in the Clone Wars. Sconto, according to his mother, was the son of that clone. Unlike the clone, Sconto aged at a normal rate and was living as a merchant in Utapau's Pau City—the site of one of the final battles in the Clone Wars—about thirty years after the Battle of Yavin. Sconto was proud of his heritage and therefore harbored resentment towards the Jedi, whom he held responsible for his father's death.

CT-6116 \"Kix,\" a clone trooper of the 501st Legion, was discovered by the pirate Sidon Ithano over fifty years after the end of the Clone Wars. At the time Ithano located a downed Separatist vessel and decided to raid it, assuming he would find valuable kyber crystals once belonging to Count Dooku. Instead, he found Kix, who had been frozen in stasis since the late Clone Wars, because he had discovered Order 66. The clone medic was deeply saddened when he learned about the end of the Republic and the loss of his brothers, and ultimately joined Ithano's crew due to his expertise in Clone Wars-era technology and the knowledge he possessed regarding the locations of former military locations.

First Order

\"How capable are your soldiers, General?\"

\"I won't have you question my methods.\"

\"They're obviously skilled at committing high treason. Perhaps Leader Snoke should consider using a clone army.\"

- Kylo Ren and Armitage Hux

Among military circles, the clones were remembered for their effectiveness. Determined to reclaim the Imperial legacy, the First Order initiated a clandestine project that centered on conscripting human children into its forces. Trained in live-fire drills and programmed through First Order propaganda, they became the new generation of stormtroopers. As the latest iteration of one of the most distinctive symbols of military might in the galaxy, First Order stormtroopers wore stark white armor derived from that of their Imperial predecessors and the Republic clone troopers who came before them.

Though General Armitage Hux had complete confidence in his soldiers, convinced they were well trained and programmed, his rival Kylo Ren doubted their loyalty to the First Order and Supreme Leader Snoke. During the cold war with the New Republic, Ren accused Hux's stormtroopers of harboring the potential for treason after FN-2187 betrayed the First Order. The dark warrior suggested that a clone army would be more reliable, using the rogue trooper as an example of a flaw that was potentially systemic to the stormtrooper program. The general responded to Ren's criticism by assuring him that the stormtroopers were exceptionally reliable in their combat skills and allegiance to the First Order.

At the height of the First Order–Resistance war, the Sith Eternal cult readied an army of elite soldiers to support the First Order's ultimate push toward galactic conquest. Though they were named after a revived sect of the dark side, Sith troopers were the culmination of decades that the Empire spent attempting to strip individuality from its soldiers. Molding individual beings into fervently loyal extensions of the Emperor's will was a process that experienced much trial and error since the Clone Wars. Darth Sidious was dismayed to discover that clone troopers exhibited disconcerting amounts of free will despite their genetically engineered background and numerous alterations. While the Sith troopers were not clones, they underwent flash-imprinting and loyalty conditioning built upon and advanced beyond the Kaminoan procedures of earlier generations. As a result, they were far more loyal and machine-like than the First Order's trained-from-childhood stormtroopers.

Training

\"I want you troopers to remember—we're shoulder-to-shoulder on those front lines. Brothers! And sometimes we may quarrel, but no matter what, we are united. Rule one: we fight together.\"

- \"Colt\"

In order to rapidly produce a large army, the clones were subscribed to an accelerated training and aging program. All clones went through painful accelerated growth before reaching maturity, all while enduring nonstop training, simulations, and testing. Letter and number identifications were assigned to the clones to remove any sense of identity, as the cloners and trainers on Kamino viewed them as pieces of a machine, and not people. Endless mental and physical drills bled into the clones' \"recreation,\" where they participated in sports and games that resembled battle situations. Any bouts of anger or rebellion were dealt with by placing clones in retraining pods, essentially isolation tanks. Throughout their time on Kamino, their engineers muttered veiled threats of \"disposal\" if the clones failed their testing. As the war progressed, the Jedi clamped down on the more egregious attitudes, but the engineers of Kamino maintained their view of the clones as merely a product.

As trainees, clones held the rank of clone cadet and were organized into multiple squads for the purpose of learning cooperation and teamwork. Cadets had several kinds of instructors; younger clones were monitored by full-grown clone sergeants and bounty hunters were hired to supervise the older clones. By the time of the Clone Wars, Jedi Master Shaak Ti personally oversaw the training of new generations of clone troopers. ARC troopers were also assigned to inspect the progress of future troopers. Clones deemed exceptional in comparison to the average, rank-and-file trooper, were given specialized training in order to become elite soldiers, such as clone commandos or ARC troopers.

During the war, Shaak Ti observed how some cadets such as Domino Squad struggled to complete their training. Lama Su, who regarded the Domino clones as sub-standard units, believed they were the result of the Kaminoans' need to stretch their remaining supply of Jango Fett's DNA due to the template's untimely demise on Geonosis. The prime minister also opined that a new genotype would have to be selected in order to produce more clones fit for combat.

The clones lived and trained in Tipoca City, the capital city of Kamino, throughout their time as cadets. Naturally, clones came to regard Kamino as their homeworld, just as official records did. Training and studying under the soft white lights of the clone facilities, most never saw the rain, oceans, clouds, or sky until they left for combat. Still, from the moment of their birth, the clones received encouragement from their trainers and genetic engineers to leave Kamino, and become soldiers among the stars.

At least two clone squads were given a tour of the Venator-class Star Destroyer Endurance during the Clone Wars as part of the Clone Youth Brigade. The point of this on-site training exercise was to test the cadets' knowledge regarding the functions and layout of a Star Destroyer. It was also meant to help prepare the cadets for their future as fully trained clone troopers.

The clones who failed to complete their training were disqualified from becoming soldiers. Instead of military service, failed clones—such as 99—were given janitorial duties and menial work. The cadets who succeeded in their trials were promoted to active duty.[60] Despite technically holding the rank of clone trooper, new troopers were regarded as rookies and referred to as \"shinies\" by older, more battle-experienced clones.

Clones were taught Basic, the language of the Galactic Republic. Those who spent a lot of time stationed on a specific planet could adopt a patois of the local language. Clones tended to litter their speech with jargon and slang—such as \"clankers\" for droids—incomprehensible to a civilian or a Jedi unfamiliar with military culture.

As the war progressed, command allowed clones to pursue hobbies within limited parameters to supplement their off-duty training and improve mental health. This improved morale and recovery; however, it also gave clones insight into the \"other side\" and how the civilian population lived.

Equipment

\"Generation One armor always holds up.\"

- Rex

Phase I clone trooper armor was the first version in the clone trooper armor series. It was issued to clone troopers on Kamino prior to the Clone Wars, and was in service until it was rendered obsolete by Phase II around the time of the Battle of Mon Cala. Both versions of clone trooper armor could be modified with an array of attachments, such as jetpacks and macrobinoculars. To better monitor ground movements and coordinate attacks, all clone troopers held a tracking device within their helmets that allowed controllers on Acclamator-class transgalactic military assault ships to better monitor the combat zone.

At first, Phase I armor used color to distinguish clones trained for leadership roles, such as captains and commanders, from each other and the standard troopers in the Grand Army of the Republic. As the Clone Wars progressed, color gradually became used for the purpose of armor customization and unit identification. The trend was maintained during the service of Phase II armor, but was ultimately discarded by the time of the creation of stormtrooper armor after the Clone Wars. The identifying white armor of both Phases signified an honorable symbol of defense; however, the creation of the stormtrooper skewed this symbolism into one of a faceless icon of conformity.

Clone troopers were armed with the DC-15 blaster rifle and DC-15A blaster for long ranged combat,[2] as well as blaster pistols for standard-ranged combat. They also wielded several types of grenades, including Electro Magnetic Pulse grenades and thermal detonators.

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

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

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Ranged Weapon Attack +5, Range 150/600 ft., One target. Hit : 9 (1d12+3) energy damage

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Melee Weapon Attack +4, Reach 5ft., One target. Hit : 5 (1d4+3) kinetic damage

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DesignationNon-sentient
Average height1,8 meters
Skin color
  • Brown
  • Yellow
Distinctions
  • Plumb body
  • Four legs
  • Short snout
Homeworld
Naboo
Habitat
Grasslands
Diet

Herbivore

Shaaks were plump quadrupedal herd animals native to the grasslands of Naboo. Shaaks were often raised for their meat, and had large, rotund bodies. They had relatively weak legs, however, and were barely able to keep themselves upright.

Characteristics

The herbivorous shaak was a wandering animal, and was found in multiple regions of the planet. However, they tended to seek out dry areas, and avoided Naboo's numerous swamps since they were commonly not fond of damp surroundings. Shaaks were, however, naturally buoyant due to their fatty bodies, though their four short legs were of little use in the water. Their inability to escape from water meant that shaaks sometimes found themselves carried over waterfalls, though their fatty bodies ensured such falls did no serious damage.

Female shaaks had multiple wombs, allowing for a remarkable reproduction rate. In fact, females were continually pregnant, and their compartmentalized uterine system allowed them to be impregnated by several different males at the same time.

Their intestines were also very sensitive to blockages caused by chemicals, to such an extent that they would eventually explode overtime if they were fed any food laced with these chemicals.

Another interesting fact about shaaks was that they were one of the few species that, if infected with the Blue Shadow Virus, would die instantly.

A similar species can be found on the planet Alzoc III, with longer fur to suit the frigid climate. To intimidate the local food commissioner, crime lord Tyber Zann killed several prize shaaks so that he would control most of Alzoc III's food market.

History

Though prized for their meat by Naboo and Gungans alike, shaaks were seldom used as pack animals due to the fact that their abnormally large rumps made harnessing difficult, and rarely used as mounts due to their inherent instability, though some herders, such as the Gungan Peppi Bow, rode them with ease. They were also prized for their fluff.

During the Separatist Crisis in 22 BBY, Anakin Skywalker, who during that time had been acting as a bodyguard for Padmé Amidala after two near-assassinations against her, attempted to ride one of the Shaaks, although he briefly fell off, causing Padme some concern until it was revealed that he deliberately fell off as a joke.

During the Clone Wars, Peppi Bow's herd fell victim to a leak of the waterborne Blue Shadow Virus from Nuvo Vindi's laboratory. She lost six of her shaaks to the plague and almost fell victim herself.

In 1 ABY territorial disputes between shaak wranglers led some wrangling families to hire gangsters that added banned chemicals to the feed of rival shaak herds. The intestinal blockages created by these chemicals eventually caused the shaaks to explode. The Royal Advisory Council had to hire independent agents to eliminate the gangsters.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The junior engineer is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points.

The junior engineer knows the following

tech powers:

At-will: electro shock, encrypted message, rime shot

1st-level: energy shield, homing rockets, repair droid, smoke

cloud

2nd-level: acid dart, magnetic field

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"It's those womp rats again. Are they trying to chew up all the cables on the planet or what?\" 

- Luke Skywalker, after shooting a womp rat

Classification

Rodent

Average lengthNot much bigger than two meters
Skin colorGray
Hair colorBlack
Eye colorYellow
HomeworldTatooine
HabitatDesert

Womp rats were creatures native to Tatooine, and were considered pests by local moisture farmers who hunted them for sport.

Biology and appearance

\"I used to bull's-eye womp rats in my T-16 back home. They're not much bigger than two meters.\" 

- Luke Skywalker

Native to Tatooine, the womp rat evolved to withstand harsh desert climates. A breed of rodent, they were considered hairy, monstrous pests. They had lumpish, gray skin with tufts of spiky black hair running along their backs. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Behavior

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. They lived in the Jawa Heights region and used Beggar's Canyon as their den, alongside the more fearsome krayt dragons. The smell of dead womp rats was known to attract krayts. Nesting in the desert, womp rats sometimes gathered in swarms to attack the inhabitants of Tatooine, and while these dangerous swarms were feared, inhabitants didn't hesitate to hunt the creatures for sport.

History

Womp rats evolved in the harsh desert climate of Tatooine, where they gathered in packs to attack locals. Tusken Raiders used womp rat tusks to decorate their clothing, and native dewbacks were known to eat the critters.

During the Clone Wars, when Anakin Skywalker was having trouble getting information out of Dr. Nuvo Vindi, Obi-Wan Kenobi told him to have patience, as there was \"more than one way to skin a womp rat.\"

While living on Tatooine, Luke Skywalker used his T-16 skyhopper to bulls-eye womp rats, blasting them with the vehicle's pneumatic projectile gun in the desert world's Jawa Heights region. Luke had the most hits on the monstrous pests of any of his group of friends on a skyhopper run through Beggar's Canyon. Shortly before the Battle of Yavin, when Col Takbright protested that the two-meter target on the Death Star was impossible to hit even for a computer, Skywalker countered that he used to \"bulls-eye\" womp rats that were not much bigger than two meters.

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The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.

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The rat has advantage on an attack roll against a creature if it is grappled by at least one of the rat's allies.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

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\"They are called orbalisks. Creatures that feed on the power of the dark side.\"

- Darth Bane

DesignationNon-sentient
Skin color

Varying from specimen to specimen

Eye ColorGreen
DistinctionsLightsaber immune carapace

Homeworld
  • Dxun
  • Kintan

An orbalisk was a parasitic creature found on Dxun that lived in groups. They lay inactive in caves or other dark places, until they found a suitable host creature on whose skin they would attach themselves to in order to feed. Orbalisks, once attached to a host, would multiply and grow, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contained the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks were able to feed on the Force-sensitivity of darksiders. It was said that the orbalisk armor's durability was such that lightsabers had a hard time penetrating it, making a wearer basically immune to lightsaber attacks. The only weakness to this armor were the exposed joints at the neck and wrists, but these gaps were so small a lightsaber could only barely slice through. However, orbalisk armor was unable to protect the wearer from electricity, as Darth Bane discovered when he was attacked by Umbaran Shadow Assassins wielding Force pikes. However, the Orbalisks did offer some limited protection from the electrical shocks; despite being set to kill, the force pikes did not deliver a strong enough charge to subdue Bane. Orbalisks caused the wearer to feel pain, fueling the wearers dark side power and if they were removed or killed, they would release a highly potent toxin into the host's body.

History

\"They feel the power of the dark side within you.\"

- Darth Bane explains the orbalisks reaction to Zannah's touch.[src]

\"Orbalisk\" was a Nikto word, suggesting the creatures might have originated in Kintan. Orbalisks were poisonous to average beings, and caused extreme physical pain to their host. Darth Bane, however, was able to remain alive by allowing the orbalisks to feed off the dark side energy in his body. In turn, the orbalisks sent a constant massive surge of adrenaline and other enzymes into his bloodstream, increasing his already considerable physical strength and enabling him to draw on even more dark side energy. However, this cycle could cause Bane to go into a fit of mindless rage if he did not keep his anger under control. The orbalisks also released other chemicals that enabled Bane to heal almost instantly from virtually any wound, even those inflicted by a lightsaber. Because of their benefits to their host, the orbalisks in a sense shared a symbiotic rather than parasitic relationship with Bane.

Only electricity proved to be dangerous to the orbalisk and its host—if at a high enough voltage—although orbalisks attached to Darth Bane could harmlessly absorb over a million volts. When orbalisks died, they released toxins into the body of the host killing him/her within days or hours (depending on the strength of the individual).

Orbalisks could be removed from the host, but the task was both challenging and could potentially kill the host. The host had to be in very good health in order to even attempt it. The first crucial step to remove a living orbalisk was to send an electric jolt—powerful enough to stun the orbalisk but not harm its host—through its small underbelly, resulting in the orbalisk weakening the adhesive it used to bind itself onto the host. After the orbalisks were removed, they could be disposed of by electrocution. For a period of 10 years, Bane wore orbalisks that had attached themselves to him as living armor. In 990 BBY, Caleb removed many of the orbalisks covering Bane's body with such a method after many of the parasites were killed by the Sith Lord's own Force lightning in a duel against five Jedi. When the New Republic was founded nearly a millennium later, the Coruscant Livestock Exchange and Exhibition featured these creatures along with energy spiders and drochs in its arthropod exhibit.

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The orbalisk can sense the presence and location of any dark side aligned creature within 300 feet.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

The orbalisk attaches to the target. Once attached to a target, the orbalisk begins to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

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The apprentice has advantage on saving throws against being charmed or frightened.

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The apprentice is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks) and it has 14 force points.

The

apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward

1st-level: curse, sap vitality

2nd-level: drain vitality, force camouflage

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The apprentice makes two melee weapon attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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The dark lord has advantage on saving throws against force powers.

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The dark lord is an 18th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The

dark lord knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, force body, hex

2nd-level: battle meditation, darkness, phasewalk

3rd-level: force lightning, force suppression, sever force

4th-level: dominate beast, force immunity, shocking shield

5th-level: improved battle meditation, improved phasewalk,

telekinesis

6th-level: force chain lightning, improved force immunity

7th-level: force lightning cone

8th-level: master force immunity

9th-level: force storm

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

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The sith betrayer casts an at-will power.

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The sith betrayer makes a saber storm attack.

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Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

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The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

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Arboreal reptiles

Bothawui

Halkra, also known as \"strangle vines,\" was an arboreal predator from the planet Bothawui. The creatures lived with the planet's forests and were easily disguised by their environment. Within the forest, they appeared as normal vines, covered in lichens, often tangled-looking, and hanging from low branches near sources of water. The plant had twelve tentacles which it would use to capture the prey, and then digest it within a central sac.

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Creatures grappled by the vines take 4 (1d8) kinetic damage at the start of every round.

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While the vines remains motionless, they are indistinguishable from normal vines.

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Melee Weapon Attack +6, Reach 15 ft., One target. Hit : 22 (4d8+4) kinetic damage.

The target is Grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the vines can't constrict another target.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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Once per turn when the Jedi Peacekeeper rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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While the Jedi Peacekeeper is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

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The Jedi Peacekeeper's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Jedi Peacekeeper is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points).

The Jedi Peacekeeper knows the following

force powers:

At-will: saber reflect, turbulance, force push/pull,force

disarm, sonic charge

1st level: battle precognition, phase strike, force throw

2nd level: stun, animate weapon, rescue, phase walk

3rd level: telekinetic storm, knight speed, sever force

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When the Jedi Peacekeeper uses his action to cast a force power, it can make one greatsaber attack as well.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

When the Jedi Peacekeeper makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) energy damage plus 4 (1d8) energy damage

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\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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

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At the start of its turn, the wookiee can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When a creature within 5 feet of the wookiee hits it with an attack, the wookiee may use its reaction to immediately make a melee weapon attack with advantage against that creature.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi can cast a power that has a casting time of 1 action as a bonus action.

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The Jedi Sage has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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The Jedi Sage is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 44 force points).

The Jedi Sage knows

the following force powers:

At-will: saber reflect, force disarm, force technique, force

push/pull, turbulance

1st level: heal, battle precognition, phase strike

2nd level: animate weapon, stun, battle meditation, phase walk

3rd level: telekinetic storm, knight speed, plant surge, force

repulse

4th level: mind trap, grasping vine

5th level: mass animation, improved phase strike, improved

heal, improved phase walk, stasis, improved battle meditation

6th level: telekinetic burst, wall of light

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When a hostile creature’s movement provokes an opportunity attack from the Jedi, it can use it's reaction to cast a power at the creature, rather than making an attack. The power must have a casting time of 1 action and must target only that creature.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

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The All Terrain Defense Pod (AT-DP) was a bipedal Imperial walker manufactured by Kuat Drive Yards prior to and during the Galactic Civil War. They were driven by Imperial combat drivers.


The AT-DP walker, a successor to the AT-RT, serves as the mainstay of backwater garrisons and support for larger war machines, including the AT-AT. Unlike the AT-ST, a shorter bipedal walker boasting a host of armaments, the AT-DP is armed only with a single Maad-38 heavy laser cannon. The weapon is powerful enough to destroy another walker of the same type. The cockpit has seating for a driver and a gunner, with the gunner situated behind the driver, although both crewmen can move the walker, fire the cannon, and have access to the gyroscopic controls used to keep the walker stable. Each of these walkers has a hatch at the top to access the cockpit; a main viewport at the front, with bulbs on the side and slits to improve visibility; and holographic projectors.


Each walker possesses armor strong enough to protect from blaster fire. Missile launchers and explosives are effective against the walkers, however. Although the walkers are sturdy, their heads are prone to exploding under sustained duress.


AT-DPs were used throughout the Empire to keep the populations of occupied worlds in line and to combat insurgent forces. Many of these walkers were used in Imperial Academies for both defensive purposes and training cadets. Two walkers can be attached to the underside of a Gozanti-class cruiser for landing in almost any suitable environment.

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Creatures of Medium size or smaller can stand in the AT-DPs space.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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

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The AT-DP's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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Slits on the sides of the AT-DP's head allows for it to have troopers fire their personal blasters from inside the walker. The trooper can only fire in the 180 arc of the side the walker. Trooper must use it's own action. The Walker would provide full cover for the trooper while still allowing them to shoot their blaster.

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Ranged Weapon Attack +7, Range 120/240 ft., One target. Hit : 25 (4d10+3) energy damage

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All creatures standing within the AT-DP's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

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Each creature of the AT-DP's choice that is within 80 feet of the AT-DP and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-DP's Frightful Presence for the next 24 hours.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NTVkYjk3ZmQwMmU4","flags":{},"name":"Keen Hearing and Smell","type":"feat","img":"systems/sw5e/packs/Icons/monsters/068_-_Gundark_2C_Adolescent/avatar.webp","data":{"description":{"value":"

The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NTY3YzEyYjA4MjE3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

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The gundark can make two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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\"She is ancient, and powerful, and dangerous. Very dangerous. But you're on to her now. She is never what she appears. Remember that.\"

- Mara Jade Skywalker

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in both the dark side of the Force and the light side of the Force because she drank from the Well of Power and bathed in the Pool of Knowledge. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.

When the Father discovered her crime, he departed the planet with his children and left Abeloth stranded. The Son and the Daughter enlisted the help of the Killik hives from Alderaan, using them as workers to create massive technological artifacts, such as Centerpoint Station and Sinkhole Station to imprison Abeloth. According to the Killik Thuruht hive, Abeloth managed to escape her prison whenever the Current of the Force was altered and the flow of time changed. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle repeated itself for thousands of years, until the death of the Ones in 21 BBY.

When Jacen Solo fell to the dark side in 40 ABY and became the Sith Lord Darth Caedus in an attempt to change the future, he unintentionally awoke Abeloth. She later managed to escape from her prison due to the destruction of Centerpoint Station during Caedus' reign. Taking advantage of the chaos the galaxy was in, she immediately sought to maximize its effect, to totally wipe out civilization. However, she was discovered and hunted down by Luke Skywalker and his son, who constantly fought her and even destroyed some of her avatars. Ultimately Abeloth took the form of Senator Rokari Kem and successfully got herself elected as Chief of State of the Galactic Alliance. However, her remaining avatar bodies were killed and she was then destroyed by Luke Skywalker and Darth Krayt in the realm of Beyond shadows. Despite her death, Luke and the Jedi were not convinced Abeloth was dead for good and thus began searching for the planet Mortis. Luke intended to locate and obtain the same dagger used to kill The Ones decades earlier during his father's own encounter with them, to ensure that if Abeloth eventually returned, the Jedi would have a way to permanently kill her.

Biography

Imprisonment

\"Once you were with me, here in the Maw. Once you were all with me. Now you are apart, but one by one, you are all awakening. And once awake, you can hear my call, and come to me.\"

- Abeloth

The woman who would become Abeloth was first known as the Servant, a mortal who appeared through unknown means on the unknown jungle planet where the Ones lived around 100,000 BBY. She served the Father and his Son and Daughter, catering to their every need. But it was not long before the Servant became part of the Ones' family, filling the role of the Mother. The Mother kept the peace between the warring siblings and doted on the Father, ensuring the family's happiness for many years. Under her guidance, the Son began to use his destructive powers for something useful—he carved out caves and passages in the walls of the valley where they lived—and the siblings restored their home to its former glory, repairing the damage and neglect caused by the conflict of their rivalry.

But as the years went by, the Mother began to age while her family remained ageless. In her old age, she could no longer control the Son and Daughter's rivalry, and she began to fear that her family would abandon her. So in order to hold onto the life she had, the Mother decided to commit the Forbidden. While the Father was distracted by his warring children, she snuck a drink from the Font of Power just as the Son had done long ago. She then completed her transgression by bathing in the Pool of Knowledge like the Daughter, but the Father discovered her. But unlike the Ones, she was mortal, and so the Font and the Pool corrupted and twisted her. They granted her power, but twisted her mind and her body, creating the dark side entity known as Abeloth.

Abeloth used her new powers to dominate her adopted children, subduing them and forcing them to bow to her before the Font of Power. But at this point the Father, horrified and disappointed in Abeloth, stepped in. He departed the planet with his children, leaving Abeloth stranded alone and fulfilling her deepest fear—her family had abandoned her. This drove her to madness, fueling her desire to be loved and adored. Knowing that Abeloth would be a danger to others, the Son and the Daughter took control of the Killik hives from Alderaan and used them as workers. By joining the hivemind, the Ones shared their immense power in the Force with the Killiks. Under the direction of the siblings, the Killiks built many technological wonders, such as Centerpoint Station, Sinkhole Station, and many others. Using Centerpoint, the Ones crafted the spherical shell of black holes around their homeworld that would later become known as the Maw, and placed the smaller Sinkhole Station within to maintain the prison. After their creations were completed, the Son and the Daughter removed their power from the hives, and retreated with the Father to Mortis. Abeloth's former family would remain there until their deaths, only emerging to defeat Abeloth whenever she escaped from her prison.

The Killik Thuruht hive referred to Abeloth as the Bringer of Chaos, whose escapes and re-imprisonments formed a cycle of chaos and destruction that occurred whenever the Current of the Force—the flow of time— was altered. Abeloth thrived on fear and destruction, fanning the flames of conflict every time she escaped and sending the galaxy into chaos and turmoil. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle would repeat itself for hundreds of thousands of years, until the death of the Ones in 21 BBY. According to the Thuruht Histories, the Gree species came to her planet during one of her escapes to sacrifice an unknown saurian species to Abeloth.

Abeloth also existed beyond shadows, a realm that seemed to be a copy of Abeloth and the Ones' homeworld and which Force-sensitives could access by separating their minds from their bodies. Sinkhole Station would come to be inhabited by Mind Walkers, Force-sensitive beings whom she influenced with her powers. Desperate for contact with anyone, Abeloth would reach out to any Force-sensitives who entered the Maw (as the prison seemed to trap her powers within) and instill in them her overwhelming desire for companionship. These individuals would be inexplicably drawn to the Maw, where they would find Sinkhole Station and ascend to beyond shadows. Abeloth fed off of the Mind Walkers' life essences, absorbing their strength. Sometime prior to 44 ABY, the former Jedi Knight Callista Ming came across Abeloth, who consumed and killed her.

In 43.5 ABY, several Jedi Knights who had spent time at Shelter in the Maw during the Yuuzhan Vong War began to feel the effects of her influence, causing them to believe that everyone except for their fellow psychotic beings had been replaced by an impostor. The insane Jedi caused a rift between the Jedi Order and the Galactic Alliance government, as the two factions disagreed on how to deal with the issue. Abeloth also sent out a call through the Force, forcing Ship, a Sith Meditation Sphere, to travel to her planet in the Maw. Ship had spent the past two years forming a Sith armada for the Lost Tribe of Sith on the planet Kesh, and the Tribe thus sent a strike team to track down Ship and kill Jedi Grand Master Luke Skywalker—whose presence they had felt in the Force after he came into contact with an Aing-Tii relic, the Codex. Meanwhile, Skywalker and his son, Jedi Knight Ben Skywalker, were attempting to retrace the steps that Jedi Knight-turned-Sith Lord Jacen Solo had taken on his five-year journey after the Yuuzhan Vong War. The Skywalkers found the Mind Walkers and learned how to go beyond shadows, where Skywalker saw Abeloth in the Mists of Forgetfulness across the Lake of Apparitions. Referred to by the Mind Walkers as the \"Lady in the mists,\" Abeloth beckoned Skywalker to try to talk to her, but he refused.

Meanwhile, Ship, who was under Abeloth's complete control, led the Sith strike team to the planet which Abeloth inhabited. Abeloth took the form of a humanoid female of indetermined species and befriended the Sith strike team, claiming to be a refugee who had been stranded on the planet for the last thirty years. However, all the while she secretly sabotaged the Sith's efforts to escape. Abeloth had complete control over all of the planet's native flora, and she used them to attack the Sith, including the team's leader, Lady Olaris Rhea, who survived with the help of her apprentice, Vestara Khai. After the attack on Rhea, Khai was able to see Abeloth in her true form, just as the Skywalkers saw her beyond shadows—a woman with an overly large mouth, tiny sunken eyes, stubby arms, and hands with long, writhing tentacles instead of fingers. The rest of the strike team, however, still saw Abeloth as a normal humanoid female.

Battling Jedi and Sith

\"Abeloth. Abeloth, I'm here.\"

\"So am I.\"

- Luke Skywalker and Abeloth

After Abeloth encountered Skywalker beyond shadows, she allowed Ship to return to the Sith and transport them to Sinkhole Station to ambush the Skywalkers. Abeloth ordered the Sith to capture them rather than kill them, but Rhea later changed the mission's objective back to kill. The ambush, however, proved to be a failure—both Jedi escaped, and Khai was the only Sith survivor. Later, the Skywalkers speculated that Abeloth was the one causing the psychosis that afflicted Force-sensitives who had spent an extended amount of time in the Maw. Abeloth, meanwhile, continued to inflict her will upon more and more Jedi, in the hopes of luring those victims back to the Maw where she could consume their life energy.[3] Around that time, Ben also suggested that the Celestials might have built the Maw and the space station Centerpoint to contain Abeloth and her power; but once Centerpoint was destroyed, Sinkhole Station had begun to fall into disrepair and Abeloth's powers had grown.

A short time later, Abeloth managed to free herself from the containment of Sinkhole Station, destroying the station and killing the Mind Walkers. The Skywalkers, meanwhile, allied with a group of Sith from the Lost Tribe and ventured into the Maw to eliminate Abeloth. After finding Sinkhole Station destroyed, they traveled to Abeloth's planet. There, the Skywalkers' Force-sensitive friend Dyon Stadd, who had fallen prey to Abeloth's influence, was planted with a homing beacon and set free by Khai to find Abeloth. Stadd found her in a cave on the side of a volcano, and Abeloth entranced him before touching him and beginning to consume his life energy. However, she suddenly sensed the approach of the Jedi and Sith allies—who were tracking Stadd—and left him for dead, fleeing deeper into the cave. When her foes found her in a courtyard at the end of the cave, Abeloth took on Ming's appearance in an attempt to make Skywalker believe that she was, in fact, his long-lost lover. Skywalker eventually saw through her charade, however, realizing that Abeloth had actually consumed and killed Ming, and attacked her.

In the ensuing battle, the Sith betrayed the Jedi and created a control web, a trick they had learned from the dark side Nightsisters, in an attempt to capture Abeloth and force her to serve them, but she broke free and repulsed all of her assailants with a massive Force wave. She fled back up the cave and consumed and killed the Sith who had been left to stand guard with a recuperating Stadd, before turning to Stadd to finish consuming his life energy. However, her enemies had recovered from her attack and pursued her back up the cave, and Skywalker suddenly arrived on the scene. She took on the appearance of Stadd while projecting an image of Ming in an attempt to trick Skywalker, but he saw through it and stabbed his lightsaber into what appeared to be Stadd's chest. She morphed back into her true form, then, and prepared to unleash a wave of dark side energy, but appeared to die halfway through. All of the beings who had been affected by her influence were instantly freed, and the Skywalkers and three Sith—Khai, Khai's father, Gavar, and High Lord Sarasu Taalon—remained behind to investigate more into Abeloth. However, they soon discovered that she had somehow switched bodies with Stadd, and was thus not dead.

On the run

\"Luke… Join with me. Save me…\"

\"I will. I will save you.\"

- Ming's presence within Abeloth and Luke Skywalker

By the time the Sith and Jedi returned to the Skywalkers' ship, the Jade Shadow, Abeloth had already broken free from the vessel. She summoned Ship to return to the world, although the three Sith claimed to the Jedi that they were the ones to have called Ship back. Ship then convinced the Sith that they could find Abeloth by using the Force nexus known as the Pool of Knowledge, and took the five allies to find it. Abeloth, meanwhile, returned to the Jade Shadow and fled the planet. After seeing a vision in the Pool of a Jedi queen whom he believed could stop the Sith invasion, Taalon jumped into the Pool and a duel broke out between the Jedi and Sith. The Jedi escaped, and, following his immersion in the Pool, Taalon began to slowly transform into the same kind of entity as Abeloth.

Abeloth, meanwhile, traveled to the pacifistic Force-sensitive Fallanassi on the moon Pydyr and took over the body of their leader, Akanah Norand Goss Pell. The Jedi, accompanied by Vestara Khai—whom they allowed to accompany them despite the fact that they knew she was working as a spy for her Tribe—tracked Abeloth to Pydyr. Khai sent out a message to the Sith fleet, and the Sith sent shuttles of reinforcements, including Taalon and Gavar Khai. They agreed to work once more with the Jedi, and Luke Skywalker led the tenuous allies to the Fallanassi village where Abeloth was hiding. After they broke through Abeloth's defenses of illusions in the White Current, she came to meet them in the form of Pell. Taalon began to interrogate her about Abeloth, and she revealed that she had come to Pydyr because she was a Fallanassi. However, when she refused to answer Luke Skywalker's question of whether that meant Abeloth had always been Fallanassi, or whether she had only recently joined, Taalon ordered Gavar to kill one of the Fallanassi. In response, Abeloth used the White Current to induce visions that drove all of the Sith—save Khai and Taalon—insane, giving up her cover. She then took Taalon into a gathering hall in the Fallanassi village to speak with him, but the Jedi and Vestara followed.

Luke Skywalker engaged Abeloth in battle once more, and he again defeated her, killing Pell's body. However, Abeloth deserted that body and returned soon after in the form of Callista Ming. She incapacitated Skywalker, while Taalon—who desired to learn from Abeloth what exactly he was becoming—captured Ben in a Force net. As Taalon and Abeloth conversed, Abeloth revealed that she knew he could not eat mortal food, and then began to feed him dark energy from her tentacles. However, Luke returned to consciousness and brought the ceiling of the hall they were in down upon them, distracting Abeloth while Vestara Khai stepped forward and killed Taalon to prevent him from becoming another being like Abeloth. In the ensuing fight, Abeloth was severely injured by the Jedi, and she fled in Ship, escaping the system. The Skywalkers, now with Khai as their ally, were reinforced by a flight of Jedi in StealthXs sent from Coruscant, who helped them fight off the remaining Sith so that they could continue to hunt her down.

Abeloth stopped first at Meliflar Station, where she forcibly imbued the girl Fala with some of her own energy to use her as bait, and forced the space station's crew to set up an ambush for the Skywalkers, so that when they arrived the Jade Shadow would be destroyed instantly. Abeloth then continued on to the planet Nam Chorios. Her planned ambush for the Jedi failed, however, as the station's inhabitants decided instead to try and capture the vessel. Meanwhile, on Nam Chorios, Abeloth recovered and gained control of the Theran Listeners by consuming and possessing their leader, Nenn. As her influence over the Theran Listeners steadily grew stronger, Jedi Knights Valin and Jysella Horn—two of the first Knights of the New Jedi Order to fall prey to her influence—were drawn by her to the world.

However, Khai and the Skywalkers eventually caught up to Abeloth in the pumping station in the city of Crystal Valley. There, Abeloth again appeared to them in the form of Callista in an yet another attempt to sway Luke Skywalker to join with her. However, in doing so she revealed that Callista's spirit was more intact than those of the other beings she had consumed, and thus had more influence over her. Luke allowed Callista's spirit to engage him with her mind and with the Force, expanding both of their Force presences as they relived her memories of the past; he felt her love for him, as well as the pain and loneliness she felt after being consumed by Abeloth. Meanwhile, a strike team of Sith led by Saber Tola Annax arrived and began battling Abeloth as well. Abeloth tried to hide her presence behind Callista, hoping to make it appear that the being confronting Luke was Callista herself—but Luke again saw through her disguise. He used the mnemotherapy technique he had learned from the Listeners to tear Callista's spirit away from Abeloth, saving her and weakening Abeloth greatly in the process. As Callista's spirit, finally freed, faded into the Force, Abeloth reverted to using the body of Nenn. However, the Listener-Master refused to be controlled by her and stabbed himself with a lightsaber, further weakening Abeloth. Horn, who had been in combat with Ben and Khai, was knocked unconscious.

Rise to power

\"Nothing can hold her… Fool to think I could use her… What is she?… By the dark, the greatest mistake I have ever made…\"

- Darish Vol, on Abeloth

While the Sith and Jedi battled each other, Abeloth attempted to flee in Ship. However, a Jedi fleet was already in orbit, battling a Sith flotilla under the command of Gavar Khai. Luke joined the Jedi in fighter combat in the pursuit of Ship, who was heavily damaged and weakened. Ship suffered multiple hits, but managed to escape with Abeloth alive. Abeloth soon afterward contacted Gavar Khai, whose fleet was regrouping after their defeat. She told him that the Jedi, their mutual enemy, were too powerful for either of them to overcome separately,[6] and they discussed an alliance. He then took Abeloth to the Tribe's homeworld, Kesh, where a meeting of the Tribe was called by Grand Lord Darish Vol. Vol decided to accept the alliance, and Abeloth was brought to the surface for a large celebration.

That evening, however, Abeloth appeared to Vol in his sleep and attempted to kill him. He allowed her into his mind, and she was too reckless in her approach, letting him in turn enter her mind. He discovered the pain of her loneliness and her need for adoration, and dueled her mentally, telling her that she was unloved. Abeloth's assassination attempt turned into an attempt to fight free from Vol's grasp, and she finally broke free. Infuriated and in agony, Abeloth unleashed waves of dark side power onto the Sith capital city of Tahv, killing thousands and leaving the city in ruins. As she fled in Ship, she used the mental hold she had begun to develop over several of the Sith to influence them to defect from the Tribe's armada and join her. Leading those forces was Gavar Khai in the ChaseMaster frigate Black Wave. They successfully escaped Kesh, and upon their rendezvous, Abeloth ordered Khai to lead the Jedi and Sith who would inevitably attempt to find her astray.

As Vestara Khai and the Skywalkers continued to hunt for Abeloth, she took the form of the Jessar Rokari Kem, a highly popular resistance leader who was due to become a Senator in the Galactic Federation of Free Alliances. When Gavar Khai and a team of nine other Sabers were killed by Abeloth's pursuers, she granted command of the Black Wave to Saber Tola Annax. However, she soon afterward stripped Annax of her powers, filled her with dark energy and left her as bait on the planet Upekzar, where she laid a trap for the Jedi. Meanwhile, in the guise of Kem, Abeloth traveled to the galactic capital Coruscant, where she found that several Sith, including High Lord Ivaar Workan, had already infiltrated the Galactic Alliance government.

Without revealing her true identity as Abeloth, she then threatened Workan—who was masquerading as Senator Kameron Suldar—to stay out of her way, and suggested that she knew his secret. Meanwhile, the Jedi Order left all operations on Coruscant under the pretense of needing to distance itself from the Galactic Alliance and act as its own authority, rather than as an official branch of the government—however, unbeknownst to Abeloth and the Sith, Luke Skywalker knew of the Sith's infiltration and was hoping to lure the Sith into making a move on Coruscant. Soon afterward, Vol arrived on Coruscant and attempted to assassinate Kem—Workan had told him that Kem was the only thing standing in the way of the Sith taking control of the government. However, Abeloth defeated Vol and subsequently called Workan, showing him Vol's decapitated head and ordering that he meet with her the next day.

Still in Kem's guise, Abeloth met with Workan and ordered that he initiate a vote to replace the current interim Chief of State, Padnel Ovin, with herself, and then help her achieve the title of \"Beloved Queen of the Stars\" and then goddess. During the Senate session, Workan called for the vote, but Ovin came forward to make a speech—unbeknownst to Abeloth and the Sith, he was stalling to give his Chief of Staff, Wynn Dorvan, time to assist in the rescue of Jedi Leia Organa Solo, whose arrest Workan had arranged. Abeloth finally grew tired of Ovin's speech and caused him to collapse; he was soon after pronounced dead. Workan then insisted that the vote be held immediately, and with the help of the Force to influence some of the Senators, Kem won with four-fifths of the Senate's vote, thus making Abeloth Chief of State. Abeloth subsequently came to see Dorvan, who had been captured by three Sith, and shed her disguise as Kem to reveal her true form to him, to his horror.

\"Death\"

Abeloth's reign eventually came to an end with the Liberation of Coruscant. Using Dorvan as her aide, she solidified her rule on the planet until the Jedi began striking at the Lost Tribe across the planet. Under Dorvan's advice, the Sith retreated into the Jedi Temple. Realizing that the Sith would be unable to maintain their hold on Coruscant, and also seeing the opportunity to recreate her family, she abducted Vestara Khai and Ben Skywalker.

To distract the Jedi, Abeloth caused cataclysmic seismic activities on Coruscant, ensuring the potential death of billions if they gave chase to her. Abeloth's Korelei-avatar brought Vestara and Ben to her planet with the intention of forcing them to drink from the Font of Power, which would transform them into - for lack of a better name - the new family of Ones who would reshape the galaxy to their liking. She also sent out Ship to attack Luke Skywalker, anticipating that he would attempt to stop her. Abeloth then mindwalked the majority of her essence into the Realm Beyond Shadows to duel with Luke Skywalker, as well as Darth Krayt, a Sith Lord that was not affiliated with the Lost Tribe of the Sith. It was a grueling duel, although they eventually succeeded when Abeloth's avatar bodies were being destroyed one-by-one across the galaxy, eventually sinking into the Lake of Apparitions afterwards. Although Abeloth was dead, the Jedi Order knew that she would end up returning sometime (after becoming strong enough to do so), with Luke knowing that such a Force entity couldn't be \"truly\" killed. According to Luke, Abeloth might not even return during his and the other Masters' lifetime, but even a hundred years or a hundred thousand years later. As a precautionary measure, the Jedi intended to locate the Mortis Monolith in order to obtain the Mortis Dagger, ensuring they would have a way to kill Abeloth for good if she were to return.

Personality and traits

\"Silly Jedi. No one can explain Abeloth.\"

- Akanah

Abeloth was a being created as a servant by the three Celestials: the Father, the Daughter, and the Son.

She was antagonized by loneliness; she felt an absolute need to be loved and adored, and was nearly overcome when Vol attacked her with the idea that she was hideous and despised. She fed her craving for adulation by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This stemmed from her original fear of losing her family, who remained ageless while she became old and decrepit. In an attempt to hold on to the life she had, Abeloth drank from the Font of Power and bathed in the Pool of Knowledge, which corrupted her mind and twisted her love for her family into a craving for companionship. When her family abandoned her on their planet—the very reason she committed her crimes in the first place— she was driven insane by loneliness and despair. She fed on fear and destruction in an attempt to gain more power, as her ultimate goal was to recreate her lost family—she tried to force Ben Skywalker and Vestara Khai to drink from the Font of Power, intending them to be the replacements for the Son and Daughter.

Abeloth had the ability to change her appearance at will, often taking on the appearance of Callista Ming, whom she had consumed. However, Abeloth's true form was that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She had a long cascade of straw-like, honey-blond hair that reached to the ground and a large, full-lipped mouth that stretched from ear-to-ear and contained needle-like teeth. Her arms were stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body was rigid and straight, and when she walked or ran, her legs rippled forward more than they swung. In addition, her body was enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.

Powers and abilities

\"I am programmed to obey a strong will. The girl is strong. You are stronger, Sword of the Jedi. But neither of you can break the hold she has on me. She is older, and more powerful than you can possibly imagine.\"

- Ship, to Jaina Solo

While Abeloth appeared as a humanoid female of indeterminate species to most, Luke Skywalker saw her true form beyond shadows and Vestara Khai was able to see her true appearance after Khai discovered Abeloth's treachery against the Sith. Abeloth could command the native flora of her planet to do her bidding and also had the ability to influence the minds of Force-sensitive beings who had spent an extended period of time in the Maw, causing in them a psychosis which made them believe that everyone—except for other such psychotic beings—had been replaced by impostors and instilling in them a desire to find her. Once the influenced being found her, she consumed their life energy, killing them and making herself stronger. The strength of her influence was formidable—even when the Jedi learned what symptoms to look for, upon the onset of the psychosis they still believed that everyone they knew was an impostor. She was also able to control the Meditation Sphere Ship which was programmed to obey the strongest will; her powers overwhelming those of the Sith's and of the Jedi's attempts to control the Sphere. Described by Tahiri Veila as a living Force volcano, Abeloth's strength in the Force was a dozen times that of Luke Skywalker, who was widely recognized as the most powerful Force user in the galaxy. However, Skywalker was able to defeat her despite this.

Abeloth wielded exceptional telekinetic powers, using the Force to blast everyone away from her during her battle with the Sith and Jedi. She was able to resist the powers of a control web, and was also able to teleport herself from one place to another, a power which she also used during her battle with the Sith and Jedi. Abeloth was able to take on the physical appearances of beings that she had consumed, including Callista Ming and Dyon Stadd, and she was also able to project images of other beings, as she did when projecting an image of Callista while she herself took on the form of Stadd in an attempt to trick Luke Skywalker. Abeloth was able to redirect Vestara Khai's Force lightning back at her. She was also more than capable of using Force lightning herself, using it in multiple fights with the Sith and Luke Skywalker. Abeloth's sheer strength was extensive—after her mental duel with Vol, she released waves of Force energy on Tahv that caused the beings in her vicinity to implode, those farther away to be ripped to pieces, the buildings to melt to the ground, and glass and weaponry to fly through the city, looking for someone to hurt so that they could feel the pain she felt. Abeloth was capable of producing a Force-flash that could affect the visuals of ships in an entire star system. She was known to feed on fear and death. She was also capable of using the Fold space ability.

Abeloth was also able to possess or switch bodies—before Skywalker could kill her, she switched bodies with Stadd and took on Stadd's appearance, tricking the Jedi and Sith for several days into believing that she was dead. Later, she took over the body of the Fallanassi Akanah Norand Goss Pell, although Pell fought back. When she was again defeated by Skywalker, she left Pell's body and returned in the form of Callista soon after, and told Skywalker that she had more bodies than he could destroy. She was also capable of absorbing the consciousness of beings in order to further enhance her power, as Callista Ming's mind dwelled within Abeloth. However, Luke was able to use mnemotherapy to rip Callista Ming's soul free from Abeloth and allow her to rest in peace, severely weakening Abeloth in the process. She was later able to use her abilities to impersonate Rokari Kem and gain prominence on Coruscant. When Vol attempted to assassinate Kem, she beheaded the Grand Lord and forced High Lord Ivaar Workan to aide her in becoming Chief of State of the Galactic Alliance. Later, she also possessed Imperial Officer Lydea Pagorski, as part of a plan to help Natasi Daala gain power in the Imperial Remnant for her own purposes. However, her dependency on avatars was ultimately her greatest weakness: killing a significant amount of avatar bodies in her possession also resulting in her strength weakening rapidly to the point of death, which Luke ultimately utilized to deliver the finishing blow on Abeloth in their duel. Also, she preferred to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies failed to last for long before deteriorating.

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If Abeloth fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"N2RlYWRkYmI2ZTdl","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

Abeloth has advantage on saving throws against Force Powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MjU4MmNiMDU5MzMx","flags":{},"name":"Font of Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

When Abeloth rolls damage for a power, she can spend 1 additional force point to reroll a number of the damage dice up to her Charisma modifier (5). She must use the new rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MjEyMjRkZDlhYzQ0","flags":{},"name":"Pool of Knowledge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MTc4ZjMzYTZjNjBk","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

Abeloth is an 18th-level forcecaster. Her Forcecasting Ability is Charisma (force save DC 20, +12 to hit with force powers). Abeloth has 77 Force Points and

knows the following powers:

At will: Burst, Feedback, Force Push/Pull, Give

Life, Saber Reflect, Shock

1st level: Cloud Mind, Force Mask, Force Throw,

Project

2nd level: Coerce Mind, Hallucination

3rd level: Force Lightning, Force Repulse, Knight

Speed, Telekinetic Storm

4th level: Drain Life, Mind Trap

5th level: Dominate Mind, Greater Feedback,

Siphon Life

6th level: Mass Coerce Mind, Telekinetic Burst

7th level: Force Project, Whirlwind

8th level: Death Field, Earthquake, Telekinetic

Wave

9th level: Master Feedback

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"YjczZDc1YjYyMzJj","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

.

Abeloth teleports up to 120 feet into an unoccupied space she can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OWFiYTIyZTkzYjQz","flags":{},"name":"At Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

.

Abeloth casts an at will power.

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.

Abeloth attacks once with shotosaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NGU2OWI1OGU3ODZm","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

.

Abeloth uses her teleport action.

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DesignationNon-sentient
ClassificationReptile
Distinctions

Long, snakelike body

Homeworld
  • Dagobath
  • Nal Hutta
HabitatSwamps
DietCarnivore

The dragonsnake (also spelled dragon snake) was a large, predatory reptile that dwelled in the muddy waters of certain planets, including Dagobah and Nal Hutta. During the Clone Wars, the Jedi Master Obi-Wan Kenobi had a run-in with a dragonsnake while searching for Ziro the Hutt on Nal Hutta. Years later, Luke Skywalker crash-landed on Dagobah, where his astromech droid R2-D2 was swallowed and spat out by a hungry dragonsnake.

Biology and appearance

Living in the murky waters of swamp-covered planets such as Dagobah and Nal Hutta, the dragonsnakes were large serpentlike beasts with sharp fangs. Although voracious, they were incapable of digesting metal.

Behavior

Dragonsnakes were predatory animals, living off the flesh of other creatures. They hid under the muddy water, waiting for their next meal to come close enough. After snatching its prey, a dragonsnake would then dive back under the water.

History

At some point during the pan-galactic conflict known as the Clone Wars, the Jedi Masters Obi-Wan Kenobi and Quinlan Vos attempted to track down Ziro the Hutt on Nal Hutta. During the mission, Kenobi was attacked by a local dragonsnake. The creature was killed when the Jedi Master thrust his ignited lightsaber in the dragonsnake's head.

In 3 ABY, the aspiring Jedi Luke Skywalker accidentally landed in the middle of watery peat bog on Dagobah. A hungry dragonsnake that hid there snatched Skywalker's astromech droid R2-D2, mistaking him for a living organism. Upon realizing that its prey was inedible, the dragonsnake forcefully spat out the droid, who survived the encounter unscathed.

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The dragonsnake can hold its breath for 1 hour.

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If the dragonsnake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

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The dragonsnake can make three attacks: two with its claws and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (3d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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The Sea Leviathan is an aquatic beast specially bred by the Givin Vul Isen, a scientist of Darth Krayt's One Sith Order, for life in the deep seas of the Outer Rim planet of Dac. It is a creature of considerable length and mass, having pectoral fins that were on either side near its chin, as well as a taloned caudal fin for propelling itself through the waters.


The Sea Leviathan has a gaping maw filled with rows of long teeth. Like its terrestrial cousin, it has two sets of yellow eyes and four nostrils. The Sea Leviathan has a green hide. Cranial horns are situated on either side of its face and head, which give way to the rows of blister pods that begin at the creature's neck and continue down the length of its entire body. The pods serve as siphons of life-energy, as well as being the Sea Leviathan's primary means of attack.


Behavior. Despite its considerable girth, the Sea Leviathan has incredible speed; it is often able to out-swim its prey and is even able to keep pace with underwater attack craft. The beast actively hunts its prey, and when in close proximity, the blister pods resonate with a sickly green aura as they began to drain the life of the intended target. Due to Vul Isen's special engineering, however, the Sea Leviathan only activated its blister pods when hunting Mon Calamari and did not use them when combating other sentient or non-sentient species. Should the beast be attacked by other creatures or beings, it relied only on its size, speed, and teeth as a means of defense.


History. Sea Leviathans are not a natural occurrence, but are instead a variation of the terrestrial Leviathan that was created through alchemical practices millennia before by the exiled Dark Jedi of the Hundred-Year Darkness. In accordance with Darth Krayt's ordered extermination of the Mon Calamari species, Sith scientist Vul Isen engineered a semi-sentient beast that was not only indulgent upon the life energy of its victims but was also able to assimilate their sentience as well. Each absorbed life allowed the Sea Leviathan to think more like a Mon Calamari; it then instinctively located them in their dwellings and commenced massacring them in kind. The power of the Force was required to bring the beast to life. Through their mastery of the dark side, Vul Isen and his colleague, the Quarren Sith Lord Darth Azard, imprinted parts of their own consciousness onto the Sea Leviathan's mind to awaken it from its vegetative slumber.

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The leviathan regains hit points equal to any necrotic damage dealt by its attacks to living creatures. If this damage reduces a living creature to 0 hit points, the leviathan kills the creature by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces.

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The leviathan's melee weapon attacks are considered enhanced.

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If the leviathan fails a saving throw, it can choose to succeed instead.

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The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

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The leviathan deals double damage to objects and structures.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MTY0MmMyNThkN2Q0","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"N2MxN2VkYmY5ZWM0","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The leviathan can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"ZDE0ZTg2YWFjYjU3","flags":{},"name":"Tail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 26 (3d10+10) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"ZGNmZGI1Nzg4Mzdm","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +18, Reach 5 ft., One target. Hit : 23 (3d8+10) kinetic damage plus 9 (2d8) necrotic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the leviathan can only bite the grappled target and has advantage on attack rolls to do so.

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.

Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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.

The leviathan creates three bolts of lightning from its blister pods, each of which can strike a target the leviathan can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 11 (2d10) lightning damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If a target would take 0 lightning damage from this attack, they do not take any necrotic damage from it either.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NTYyZGMwYWUzN2Ew","flags":{},"name":"Tidal Wave (Recharge 6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

.

While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up to 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 23 Strength saving throw. A creature takes 33 (6dl0) kinetic damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 23 Strength saving throw or take 27 (5d10) kinetic damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 23 Strength (Athletics) check to swim at all during that turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":16,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"MDc1Yzg1NzJhMWVj","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

","public":""},"alignment":"Lawful Light","species":"","type":"force entity","environment":"","cr":25,"powerLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["necrotic","poison"],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dr":{"value":["lightning","psychic"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened","paralyzed","poisoned"],"custom":""},"senses":"truesight 120 ft., passive Perception 25","languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ani":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"nat":{"value":1,"ability":"int","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","token":{"flags":{},"name":"The Ashla","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"SljivzMg7E2uVute","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":276,"max":276},"bar2":{"value":19,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTQ1MGM0ZDllM2Q3","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla's forceasting ability is Wisdom (force save DC 23). It can innately cast the

following force powers:

At will: force push/pull, force sight, force throw, project, sense

force, sever force

3/day each: force project, force suppression, sanctuary,

telekinesis, telekinetic burst

1/day each: improved force camouflage, master revitalize,

stasis field, wall of light

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NmFmYWQ0YjRmMWQy","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

If the Ashla fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NzZkNjUyYzUxMGYz","flags":{},"name":"Limited Force Immunity","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla is immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZGRhMjdmZjkyYjM1","flags":{},"name":"Radiance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

As a bonus action, the Ashla can emit a blinding light. A creature that starts its turn within 30 feet of the Ashla must succeed on a DC 23 Constitution saving throw. On a failure, the creature is blinded and stunned until the start of its next turn. The saving throw is made with disadvantage if a creature is of a dark alignment. A creature that successfully saves against this effect is immune to this ability for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MDg5OWFhMDdhYzI4","flags":{},"name":"Radiant Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla's attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MzhhZDYwYzA1MmVi","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NDRjNWI4NDZkYjlm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Ashla makes three unarmed strikes, or it uses its light of the force and makes an unarmed strike.

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Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 19 (3d8+6) kinetic damage plus 13 (3d8) force damage

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.

The Ashla directs a beam of pure force at a creature it can see within 120 feet. The target must make a DC 23 Wisdom saving throw, taking 55 (10d10) force damage on a failed save or half damage on a successful save.

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.

The Ashla targets a creature within 60 feet and fills it with the power of the light side. The target creature regains 40 (6d10+7) hitpoints and is cured of all poisons and diseases affecting it, and if it is frightened, paralyzed, petrified, or stunned, those conditions are ended.

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.

The Ashla attempts to quell the aggressive and hateful emotions and thoughts in creatures within a 60 foot radius. Each creature of the Ashla's choosing must make a DC 23 Wisdom saving throw. On a failure, a creature cannot take aggressive actions until the start of its next turn. If the Ashla or a creature unaffected by this ability harms an affected target, the effect ends immediately.

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.

The Ashla teleports to a point it can see within 60 feet.

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.

The Ashla makes an unarmed strike.

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.

The Ashla casts an innate force power.

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.

The Ashla uses its Peace action.

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Average Height1 meter
Skin Color
  • Green (youth)
  • Purplish yellow-gray (adult)
Homeworld
Coruscant

Hawk-bats were reptavian creatures with a curved beak and leathery wings that could be found on urbanized worlds like Coruscant and Taris.

Overview

They were believed to be one of the two only native Coruscanti species left in existence (the Thrantcill being the other). Both were feared and admired, although they were considered an elegant species. To get on a hawk-bat's bad side could be very dangerous. As a result, very few lived in captivity.

Because of this, they became a symbol for many swoop gangs and pirates. The lightsaber form Ataru was named after the hawk-bat. One of the battalions which fought under the 101st Regiment during the Clone Wars was also known as the Hawkbat Battalion.

The wingspan of a hawk-bat averaged 1.5 meters. The wings consisted of a thin membrane stretched over a series of wing-bones. The membrane itself was studded with spiky growths. The hooked beak of a hawk-bat contained tiny teeth that could tear prey to shreds, which they found with a combination of accurate eyesight and echolocation.

Flocks of hawk-bats would hunt and attack their prey as if they were one. Though they favored granite slugs and shadowmoth larvae, hawk-bats would feed on anything that moved. Even large enemies could be taken down by a large flock of hawk-bats. Though a solitary hawk-bat could prove to be a significant threat, it was weaker when it was alone.

If one hawk-bat was disturbed, all of its companions would attack the aggravator at once. They usually traveled in large flocks through the pipes and lower levels of Coruscant. Every few months, they migrated despite lack of seasons within the lower levels. Because of this, many scientists came to believe that hawk-bats evolved during the ancient times of Coruscant, making them the only known species to survive Coruscant's urbanization. Hawk-bats hated the cold and usually stayed away from it. Many lived on power cables or in heated vents, hanging upside down from warm pipes below buildings.

Like other avian species, the young of hawk-bats hatched from eggs. They lacked the feathers exant in most avian species, but were covered in leathery scaled skin normally found in reptiles and were thus actually reptavians. To keep their young safe during this critical period, hawk-bats would camouflage the brown and green eggs as best they could to make them appear to be mere rocks. And though the eggs may have looked abandoned by their parents, it was certain that one of them—most likely the mother—was keeping eye on the nest from a distance.

Hawk-bat mothers were extremely protective of their young. Any predator who saw through the camouflage and threatened the eggs would quickly learn the full fury of a hawk-bat mother's wrath.

When they hatched from their eggs, young hawk-bats had green skin and were fully independent. Upon reaching maturity, the hawk-bat would shed its green skin and emerge with purplish-gray skin.

Hawk-bat as delicacy

Sometime before or during the Imperial Period, Ortolan chef Handree Braman discovered that hawk-bat flesh was edible. He recommended cooking it at 1,000 degrees for no more than twenty minutes.

Many beings found hawk-bat meat delicious, and hawk-bat eggs were considered a delicacy. Emperor Palpatine had a private aviary of hawk-bats in the Imperial Palace on Coruscant, where he and guests could have hawk-bats at their leisure.

Hawk-bats managed to survive the Yuuzhan Vong War, and seem to have adapted to Coruscant's newly introduced biological components.

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The hawk-bat loses blindsight when deafened.

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The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.

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The hawk-bat has advantage on an attack roll against a creature if at least one of the hawk-bat's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"The cave is collapsing!\"

\"This is no cave.\"

- Leia Organa and Han Solo

Average length1-900 meters
Skin color

Brown

Eye colorBrown
Average lifespan30.000 years
HabitatAsteroids
DietMinerals

The exogorth, colloquially known as the space slug, was a gigantic species of toothed gastropod. They were silicon-based lifeforms that survived in the vacuum of space by making their homes in the caverns and craters of asteroids. They fed on the minerals of asteroids, various stellar energy fields, mynocks (another silicon-based lifeform), ships, and other unfortunate creatures that unknowingly passed into its mouth. The average adult space slug grew to about 10 meters in length; however, there had been instances of near-kilometer-long specimens. Some slugs were known to continuously grow to sizes that rivaled capital ships in sheer bulk, with some weighing over a million kilograms.

Biology

Space slugs reproduced asexually by fission. Once an adult slug reached a certain size, a chemical trigger would cause it to split into two identical slugs. The two new space slugs would immediately become self-reliant. Space slugs also molted as a result of their growth. Occasionally, this mechanism would be overridden, and the slug would grow to monstrous sizes.

A space slug would travel through the asteroid belts they inhabited by pushing off the surface of one asteroid and floating through space to land on another. They also could use stellar winds to help propel themselves through space. Through highly evolved sense of spatial awareness, they were capable of calculating the speed, trajectory, and distance of perilous moving bodies around them. This sense of spatial acuity also aided them in hunting food. They appeared to have been able to anchor themselves into a cave in an asteroid with tendrils, which also drew nutrition directly from the asteroid itself. As a space slug did not remain in one asteroid for its entire life, it can be assumed that they could break free from their point of anchorage without causing significant injury to themselves. Although their primary diet, similar to mynocks, was passive radiation, they did tend to chomp on rocks and metal as well.

On occasion, the naturally occurring chemical trigger would cause the space slug to kill whatever occurred near them. These oddities were known to reach sizes of nearly one kilometer in length. These colossal slugs were known to take sizable bites out of capital ships that passed too close to the slug's current dwelling, and even swallow smaller vessels whole. At these sizes, the mynocks they ate would often become internal parasites, rather than nourishment, living inside the cave-like esophagus of the slugs that ate them. Some slugs had entire ecosystems of other life living within their digestive tracts.

A natural predator of the space slug was the colossus wasp.

Exogorth variations

A number of space slug variations existed, such as the giant slug, the crimson slugs, and the Cularin slugs. Giant space slugs were larger than average ones. It remains unclear if they were a separate species from the common space slug, or just individuals larger than normally reported.

Crimson slugs were a species of space slug native to the asteroids of Tapani sector. They were distinguished by a red stripe down either side of the body.

Cularin space slugs were a variety of exogorth found in the Cularin system which proved to be comparatively easy to train. Some theorized that they were descended from a domesticated form of space slug. Other theories held that these exogorths were descended from natives to the world which formed the Cularin system asteroid belt (Oblis) before its destruction, and that these creatures survived and adapted to the void of space. They may have been related to—or the same creature as—the space worms which hollowed out the moon Eskaron.

History

\"They're the last remnant of a species that predates history—an unlikely being, if ever there was one. No one knows how or why they evolved—just that we have found a number of them in the galaxy, going about their business…Time has no meaning for such a creature…We thought for a time that they might have once been plentiful in the galaxy—and the ones we find now are the only ones left.\" - Arkoh Adasca

The House of Adasca found a way to control the slugs, known to Adascorp scientists as exogorths, after the Great Sith War. Based on the research of Gorman Vandrayk, Adascorp was able to control the hunger drives, growth rate, and reproductive fission processes of the creatures. Arkoh Adasca placed control mechanisms and hyperdrive engines on a group of slugs and sought to sell them to the Republic, the Mandalorians, or the Revanchist faction as superweapons. With the Adascorp modifications, the exogorths could be sent through hyperspace to a specific system. Once there, their increased rate of growth and division could lead to destruction of space stations, asteroids, moons, and possibly even planets. The original exogorths could be sent to another system once they had divided, making it possible to disrupt or destroy hundreds of systems in a very short time. None of the parties who were invited to bid on these new weapons were enthusiastic about using them, however, all three were interested in making sure the weapon did not fall into the other parties' hands. Camper was able to escape and used the exogorths to kill Adasca atop of the Arkanian Legacy's bridge and then lure them out to Wild Space.

During the Galactic War, the lair of a rare exogorth was found in the Minos Cluster. Upon being investigated, the worm was just shedding its valuable skin, and several pieces of it were retrieved for studying.

One 80-meter-long specimen was observed by the University of Sanbra in the Borkeen Belt in 22 BBY. This space slug made headlines, as it was the largest ever found by the university.

Thousands of years later, the notorious Mugaari pirate Clabburn the Elder seeded the Hoth asteroid field with space slugs, in order to protect his hidden smuggler bases. In one recorded occurrence a slug living in that asteroid field grew to a size of about 900 meters in length. It was found and officially recorded by Gamgalon the Krish, who made a living by capturing these massive specimens.

The asteroid belt in the Algunnis system of the Trax sector was home to several huge exogorths.

Han Solo unwittingly hid the Millennium Falcon in a space slug of similar size when running from the Galactic Empire after the Battle of Hoth. Since exogorths insulated themselves deep inside asteroids and their own heat-generating waste, Leia Organa, Han Solo, and Chewbacca were able to survive inside the space slug with only breath masks to provide oxygen. Solo had heard stories for years of the giant slugs, and had been warned of their dangers, but he dismissed them as mere \"ghost stories.\"

Certain facilities that resided in space kept a space slug living close by to help keep the pesky mynock population down. To keep these specially used slugs from reproducing and growing to uncontrollable sizes, katrium was introduced into the creature's system on a regular basis.

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The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

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If the exogorth fails a saving throw, it can choose to succeed instead.

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The exogorth's melee weapon attacks are considered enhanced.

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The exogorth deals double damage to objects and structures.

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The exogorth can survive in the vacuum of space.

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The exogorth makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d8+9) kinetic damage.

If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 21 (6d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 19 (3d6+9) kinetic damage.

If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

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Salvagers

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

A scavenger or salvager, often abbreviated \"scav,\" is a\nperson or droid whose primary occupation is collecting\nlost or abandoned items or recovering wreckage from\ndisaster or battle sites.

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The salvager is a 4th-level techcaster. Its techcasting ability is Intelligence(power save DC 12, +4 to hit with tech attacks) and it has 16 tech points.

The salvager knows the following tech powers:

At will: electroshock, mending, poison spray, ward

1st level: tactical barrier, tranquilizer

2nd level: cryogenic volley, infiltrate

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The salvager has advantage on saving throws against being charmed or frightened.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The salvager makes two melee or ranged weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 7 (2d4+2) kinetic damage

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.

10 ft. cube, range 30/120 ft., DC 12 dexterity saving throw or 7 (2d4+2) kinetic damage.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target has to make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Han Solo

Han Solo, known only as Han until being given the surname Solo by an Imperial recruitment officer, and formerly known as Cadet 124-329 while serving as an Imperial cadet, was a human male smuggler. He became a leader in the Alliance to Restore the Republic and an instrumental figure in the defeat of the Galactic Empire during the Galactic Civil War. He hailed from Corellia and became a smuggler in the employ of Jabba the Hutt, even completing the Kessel Run in just twelve parsecs with his prized ship, the Millennium Falcon. He was the son-in-law of fallen Jedi Knight Anakin Skywalker and Senator Padmé Amidala, husband of Princess Leia Organa, brother-in-law of Jedi Master Luke Skywalker, father of Ben Solo, rivals and close friends with fellow smuggler Lando Calrissian, and best friends with the Wookiee Chewbacca, his trusted copilot who swore a life debt to the Corellian smuggler. Solo ran afoul of Jabba after ditching a shipment of spice to avoid trouble with the Empire, owing the Hutt a great deal of money as a result. His fortune seemed to have changed when he agreed to charter Luke Skywalker, Obi-Wan Kenobi, and the droids R2-D2 and C-3PO to Alderaan, but he became caught up in the rebellion against the Empire and, after helping Leia Organa escape from the Death Star, briefly fought in the Battle of Yavin, which allowed Skywalker to destroy the superweapon. Solo fought with the Rebellion for a number of years afterward, taking part in numerous operations and battles against the Empire.

After the Battle of Hoth, Solo sought refuge with Organa—with whom he had fallen in love—Chewbacca, and C-3PO on Cloud City, which was operated by his old friend Lando Calrissian. There, they were captured by the Sith Lord Darth Vader as part of a trap to bait Skywalker to the city. Solo was frozen in carbonite and taken to Jabba's Palace on Tatooine by the bounty hunter Boba Fett, where he remained encased in carbonite for months until he was rescued by his friends. After returning to the Alliance Fleet, Solo was promoted to the rank of general and was given command of the Pathfinders, a special forces squad, for the Battle of Endor. Solo led the Pathfinders to Endor, where he, Organa, Chewbacca, and the special forces team, with the help of the native Ewoks, destroyed the shield generator protecting the second Death Star that was being constructed in orbit. Their actions allowed the Alliance Fleet to destroy the superweapon.

The Battle of Endor, which saw the deaths of Emperor Sheev Palpatine and Darth Vader, allowed the Rebellion to form the New Republic. In the early days after Endor, Solo continued to lead the Pathfinders against the Empire. He married Organa, and the two had a son, Ben Solo. The boy struggled with the dark side of the Force—like his mother, who was the daughter of Darth Vader and twin sister of Luke Skywalker, Ben was Force-sensitive—so Organa sent him to be trained as a Jedi by Skywalker. He was seduced to the dark side by Snoke, Supreme Leader of the First Order, resulting in the destruction of Skywalker's attempt to rebuild the Jedi Order.

Having lost their son, Solo left and returned to smuggling, and even lost the Millennium Falcon to numerous thieves. He continued to smuggle until he was brought back into the fight by a scavenger named Rey and a defected First Order stormtrooper named Finn, who carried with them a droid, BB-8, that had part of a map to Skywalker's location. Solo, who retrieved the Falcon from Rey and Finn, returned to Organa, who led the Resistance against the First Order, and fought in the battle to destroy the First Order superweapon known as Starkiller Base. During the battle, Solo saw his son, who had taken the name Kylo Ren, and tried to convince him to return home. Instead, Ren stabbed his father with his lightsaber. Mortally wounded, Solo fell to his death in the bowels of the Starkiller weapon. However, Solo's memory remained alive and appeared in a Force vision a year later to convince Ren to abandon the dark side and defeat the resurrected Emperor Palpatine, after a duel on the remains of the second Death Star between Rey and Ren, being enough for Ben Solo to return and eventually sacrifice his own life to rescue Rey.

","public":""},"alignment":"Chaotic Balanced","species":"","type":"humanoid (human)","environment":"","cr":16,"powerLevel":0,"xp":{"value":15000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["cold","lightning"],"custom":"Kinetic, Ion And Energy Damage From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 18","languages":{"value":[],"custom":"Galatic Basic, Huttese, Understands But Cannot Speak Shyriiwook"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":7,"passive":22,"prof":5,"total":12},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":2,"ability":"cha","bonus":0,"mod":3,"passive":23,"prof":10,"total":13},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":2,"ability":"cha","bonus":0,"mod":3,"passive":23,"prof":10,"total":13},"slt":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ste":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":3,"max":3},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","token":{"flags":{},"name":"Legendary Corellian Smuggler","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"TDagccLymEfXDU8g","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":130,"max":130},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OWM5Yjk4ZmVmZWFj","flags":{},"name":"Shoots First","type":"feat","img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","data":{"description":{"value":"

When combat begins the smuggler may take his turn immediatly before the initiative order is determined. After which initiative is rolled by all those in combat including the smuggler.

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The Smuggler can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the smuggler.

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On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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When the Smuggler fails a saving throw, he can choose to succeed instead.

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The Smuggler deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

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If the Smuggler is subjected to an e\u0000ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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When the Smuggler rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined.

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The Smuggler is a 11th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +8 to hit with power attacks, 44 tech points).

The Smuggler

knows the following powers:

At Will: combustive shot, encrypted message, assess the

situation

1st Level: target lock, element of surprise, flash, oil slick,

smoke cloud, stack the deck

2nd Level: translocate, mirror image, charge powercell,

infiltrate, smuggle

3rd Level: debilitating gas, invisibility to cameras

4th Level: salvo

5th Level: mislead, override interface, shutdown

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The Smuggler halves the damage that it takes from an attack that hits it.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Smuggler makes three weapon attacks.

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Ranged Weapon Attack +12, Range 40/160 ft., One target. Hit : 20 (3d8+7) energy damage

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 17 (4d4+7) kinetic damage

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Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the heavy gunner can move up to its speed toward a hostile creature that it sees.

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The heavy gunner has advantage on saving throws against being frightened.

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The heavy gunner deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The heavy gunner makes two attacks with its blaster cannon or bash.

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.

The heavy gunner sprays a 10-foot-cube area within range (range 100/400) with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (2d12+4) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"MzFjNDI3YTE5MDJh","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/360_-_Mandalorian_Heavy_Gunner/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ClassificationInsectoid
Skin ColorBrown
Eye ColorRed
Distinctions
  • Thin arms
  • Large
  • Hooked claws
  • Spiked carapace
Homeworld
Ryloth
Habitat
Ryloth's equatorial forest
Diet
Carnivorous

Gutkurrs were a species of predatory insectoid carnivores native to the planet Ryloth. During the Clone Wars, the Confederacy of Independent Systems deployed gutkurrs to attack Galactic Republic clone troopers during the Battle of Ryloth. Gutkurrs were resistant to blaster bolts and were said to be the second-most dangerous predator on Ryloth, the first being lyleks. Gutkurrs were also found on the planet Onderon.

History

During the Separatists occupation of Ryloth, TX-20 had his troops capture several Gukurrs and had them placed in cages near his proton cannon battery in Nabat. He then had his sergeant starve the Gutkurrs.

When the Republic sent General Obi-Wan Kenobi's Ghost Company to secure Nabat for their landing, TX-20's sergeant then released the Gutkurrs. The Gutkurrs attacked and killed several of Kenobi's troopers. However, Kenobi was able to lure several them away from his troopers using the Force and then had his troopers seal them off. Several Gutkurrs also attacked troopers Boil, Waxer, and Numa at her home before escaping through a secret passage.

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While it has 10 hit points or fewer, the gutkurr has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

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.

The gutkuur can make two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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\"Those clankers have tough armor!\"

- Commander Cody, on the durability of the BX-series

ManufacturerBaktoid Combat Automata
ClassBattle droid
Degree4th degree droid
Height
1,91 meters
Weight85 kg
GenderMasculine programming
Sensor colorWhite

The BX-series droid commando, more commonly known as the commando droid, was an elite battle droid model made for stealth assignments.

Characteristics

\"Welcome to Rishi…Commander. As…you can see, the outpost is operating at…peak efficiency. Thank you for visiting…and have a…safe trip…back.\"

- A droid commando trying to imitate a clone trooper

These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter.

History

\"Well... at least they're not destroyer droids.\"

- Anakin Skywalker to Adi Gallia after being ambushed by droid commandos.

BX-series droid commandos were designed to accomplish tasks that an overwhelming force of droids could not. Captain Rex and Commander Cody both defeated droid commandos in combat on the Rishi moon, and the clone deserter, Cut Lawquane, managed to defeat a force of 20 Commando droids with only minimal assistance from Captain Rex on Saleucami, although the droids they fought were heavily damaged. They were capable of hand-to-hand combat, had greater accuracy with their E-5 carbines, and even sniper capability. However, due to their prohibitive cost, they could not be mass-produced in such a manner as to replace the Confederacy's other battle droids so they were used for special operations, boarding parties, and raids.

Battle of the Rishi Moon

\"The outpost is secure, General. We shut down the alarm and turned on the all-clear signal.\"

- A droid commando reporting the capture of the listening post to General Grievous

Around 22 BBY, Confederate General Grievous, the Supreme Commander of the Droid Armies, planned to invade the Wild Space planet of Kamino, where the Republic clone troopers were grown. In order to invade the planet unnoticed, Grievous sent several Droch-class boarding ships containing BX-series droid commandos to the moon of Rishi, where a Republic listening post, the Rishi Station was located. The clones stationed on the listening post identified the boarding ships as a meteor shower, and did not alert a nearby Republic fleet. The droids caught the deck officer, CT-327, by surprise, stunning and killing him. They then infiltrated the listening post, but were met by two clones, Droidbait and Nub, who had been sent by Sergeant CT-19-7409 to find out why CT-327 did not reply. Upon hearing fire, the remaining clones rushed to help, but were outnumbered by the commando droids. CT-19-7409 was also killed by the commandos in the ensuing firefight. However, four clone troopers were able to escape the station through a ventilation shaft. The droids then secured the post and jammed the all-clear signal.

The droid commandos, however, were not aware that a routine inspection of the station conducted by Commander CC-2224 and Captain CT-7567 was on its way. Upon arriving in the Nu-class attack shuttle Obex, the two clone officers were greeted by a commando droid dressed in a clone armor. The droid tried to convince the clone troopers to leave the listening post; however, CT-7567 saw a droid attack flare fired from the survivors. Realizing the trick, he shot the disguised droid through the head. The commando droids then launched an ambush, and after throwing grenades toward the clones and destroying shuttle, the droids believed that the two had died in the explosion. In fact, CC-2224 and CT-7567 had survived with the help of their harpoon cables. Meeting the survivors of the first droid assault below the station, the officers introduced themselves and a plot to retake the station was developed. CT-7567 used a droid commando head to cheat the droids within the station to open the door. The clones then stormed the station, eventually regaining control of the control center after killing the commandos, including the droid captain. Despite reinforcements sent by General Grievous, the clone troopers blew up the station, cutting off the all-clear signal, thus alerting the Republic fleet of the planned Confederate invasion.

Ambush on Kynachi

Jedi Nuru Kungurama and his squad, called Breakout Squad, fought three of these units on a mission on the planet Kynachi.

Battle of Ryloth

During the Battle of Ryloth, at least two droid commandos were present in the capital city of Lessu. The two attacked the ARF troopers Razor and Stak, shortly after the two troopers activated the plasma bridge and allowed Republic forces to enter the city. Even using fellow battle droids as projectiles, they eschewed the use of blasters and engaged the two troopers in hand-to-hand combat, but were soon defeated.

Senate Hostage Crisis

Later on, two of these units were used by bounty hunter Cad Bane during his capture of the Senate Building. After killing a contingent of Senate Commandos that guarded the landing area, the two BX-series droids stripped two bodies of their armor and disguised themselves as the commandos. They later escaped with Bane, Ziro and the other Bounty hunters.

They were also deployed during the Battle of Tirahnn.

Battle of Saleucami

A squad of such commando droids accompanied General Grievous when he boarded Jedi Master Eeth Koth's Venator-class Star Destroyer. The droids defeated the Jedi's clone trooper guards but were destroyed by Koth. Later, during a rescue attempt conducted by the Jedi to rescue Master Koth, Jedi General Obi-Wan Kenobi's light cruiser was boarded and its crew was assaulted by BX-series droids. Anakin Skywalker and Adi Gallia found a squad of commando droids, commanded by TV-94, guarding Koth when they boarded Grievous's flagship. Skywalker and Gallia destroyed all of the droids and rescued Koth.

Later during the Battle of Saleucami, Grievous's forces were forced to crash land onto the planet Saleucami where a pair of commando droids serving as a sniper unit were operational. The droid spotter observed the arrival of Clone Captain Rex whereupon the sniper took a shot that wounded the target. However, the sniper pair was tracked down and killed by Rex's comrades. While Rex recuperated at Cut Lawquane's farm, another squad of heavily damaged BX-series droids were in an escape pod that crashed into the fields of the farm, and were accidentally reactivated by Cut's adopted children Shaeeah and Jek. The droids attacked the farm and despite their heavy damage were able to pin down and nearly overwhelm its defenders. After a hard fought battle and close call they were destroyed by Lawquane and Rex.

Citadel Escape

In the Confederacy prison the Citadel, Warden Osi Sobeck had a team of these commandos painted with a special yellow color scheme. One of these droids was seen torturing Jedi Master Even Piell for information on the Nexus Route with an electrostaff, while an interrogation droid questioned Piell. Many of them carried hand-held energy shields. One of them was responsible for the apparent death of ARC Trooper Echo. A droid commando captain was also forced to destroy one of his own droids after the Citadel warden Osi Sobeck ordered him to do so for displeasing him.

Reinforcements on Felucia

A reinforcement battalion was sent to strengthen the position on a Separatist outpost to prevent Republic victory deep in Confederate territory of Felucia. Commando droids were present in this group, and shortly after the deployment of the reinforcments, the outpost commanded by TZ-33 came under fire by Republic AT-TEs. TZ-33 then ordered all units to form up for a counterattack, thereby lowering the outpost gate; this order proved to be the outpost's downfall as the Republic clones of Wolfpack—led by Anakin Skywalker, Plo Koon, Ahsoka Tano, Rex, and Wolffe—then attacked the droid outpost, destroying all the droids, including the commando droids. Although the Separatists did not win, Tano was captured by a Trandoshan sport hunter by the name of Lo-Taren.

Skirmish on Naboo

Just before the Skirmish on Naboo, commando droids were deployed by Minister Rish Loo on Naboo after Anakin Skywalker, Padmé Amidala and Boss Lyonie confronted him after discovering that Rish Loo was a traitor. In the fight that followed, all of the commando droids were destroyed by the Jedi and Amidala, while Loo stabbed Lyonie and fled the underwater city where the fight took place.

Battle of Kiros

Several droid commandos were present during the Separatist occupation of the planet Kiros. When the Galactic Republic came to liberate Kiros, a group of droid commandos on speeders ambushed a clone party led by Jedi Master Obi-Wan Kenobi, Anakin Skywalker and Padawan Ahsoka Tano. While the clones took some casualties, all the commandos were ultimately destroyed. Two units were also guarding the Separatist commander in-charge of the occupation, Darts D'Nar. However, they were also destroyed when Kenobi arrived.

Battle of Dathomir

Around 21 BBY, Count Dooku ordered General Grievous to eliminate Asajj Ventress, together with the Nightsisters of Dathomir. Grievous began his invasion of Dathomir, where he deployed several BX-series battle droids, together with B1 and B2 super battle droids, AATs, one Defoliator tank and other forces. One of the BX-series droids used a rocket launcher to destroy the wall of the cave, in which Talzin and Old Daka tried to kill Dooku via Nightsister magic. Grievous managed to eliminate Old Daka and a Nightsister, while Talzin disappeared. The BX-series droid emptied the cauldron, and Dooku survived.

Battle of Onderon

A number of BX-series droid commandos were present on the planet Onderon where they served under the super tactical droid Kalani, who was dispatched to defeat a local rebellion brought against the Confederacy. These droid commandos were among the forces battling the Onderonian rebels, where they were ultimately defeated due to the armaments and training the rebels had received from the Republic. When the Royal Onderon Militia abandoned King Sanjay Rash to fight for the rebels, BX-series droid commandos replaced them as his bodyguards.

Ringo Vinda

BX-series droid commando with the markings of captains served at the Battle of Ringo Vinda fighting the 501st Legion, taking several casualties during the fighting. Later, Clone trooper Tup had to be taken on a Maxillipede shuttle. More BX-series droid commandos guarded Tup until Anakin Skywalker, CT-5555, and CT-7567 infiltrated Kraken's Maxillipede shuttle and killed all of the droids.

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

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Once per turn, the commando droid can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Average height3,05 meters
Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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If the acklay moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one claw attack against it as a bonus action.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 25 (4d8+7) kinetic damage

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 29 (4d10+7) kinetic damage

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\"If you can picture a little garbage masher on four legs and covered with fur and tusks, that's a mott. Ill-tempered and brusque, in contrast to my own sweet nature.\"

- Lareen Dantara

DesignationNon-sentient
Average height1,1 meters
Homeworld
Naboo

Motts were medium sized, semi-aquatic herbivores (about 1 meter at the shoulder) native to the Gungan swamps of Naboo.

Characteristics

The motts dwelled in underground mudbank borrows. They ate a wide variety of vegetation and were a primary source of food for most swamp predators (even Gungans occasionally killed motts). Fortunately, motts had a high reproduction rate (about fifteen young per birth).

Motts lived in communes of up to fifteen adults. Communes usually consisted of a dominant male and, perhaps, one lieutenant that guarded the females and young.

They were very good swimmers, and young often hitched rides on an adult's back. They also had good hearing and a nose horn for rooting out food. Gungans found motts to be good pets even though motts were known for tearing up flower gardens.

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If the mott moves at least 15 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) kinetic damage.

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The mott has advantage on Wisdom (Perception) checks that rely on hearing.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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The commando has advantage on saving throws against being frightened.

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When prone, the commando does not have disadvantage on attack rolls made against targets within 30 feet of it.

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The commando ignores half cover and three-quarters cover.

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Once per turn, when the commando hits with a ranged attack against a target 30 feet or more away and there are no enemies within 5 feet of the commando, the commando deals an extra 14 (4d6) damage to the target. This damage is the same type as the weapon’s damage.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

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The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Leader(s)Palpatine
Sub-group(s)Imperial Senate Sentinel
Formed fromSenate Guard
Date foundedBefore 2 BBY
Affiliation

Galactic Empire (Imperial Senate)

The Imperial Senate Guard was an elite unit of soldiers in the Galactic Empire. Stemming from the original Senate Guard of the Galactic Republic, the Imperial Senate Guard inherited the duty to protect senators and to accompany them as they traveled the galaxy. However, their true purpose was to ensure that the Imperial Senate remained loyal to Emperor Palpatine, the architect of the New Order. A subdivision to this unit was the Imperial Senate Sentinel.

Overview

By 2 BBY, the Imperial Senate Guard's armor was a blue-colored version of the red and black suits worn by the Royal Guard and Shadow Guard respectively. They were trained solely in melee combat and equipped with cortosis staffs. Additionally, the guards also carried personal energy shields that were powerful enough to deflect lightsaber attacks.

Outwardly, the Imperial Senate Guard preserved the tradition of their predecessors by serving as protectors of the senators of the Galactic Empire. Their main loyalty was to Emperor Palpatine, however. Other duties of the Guardsmen included the protection of key Imperial installations and high-ranking officials, assassination missions, and the hunt of Force-sensitives. Although the Imperial Senate Guards were not formally members of the Imperial Military, they have at times worked alongside them if the objectives were important enough to require their presence, which included the above-listed duties.

History

In 2 BBY, several Imperial Senate Guards were attached to a military unit of stormtroopers and Shadow Guardsmen during a mission to locate the Jedi fugitive Rahm Kota. They successfully tracked Kota's location to a local cantina in Cloud City, but were subsequently annihilated by Starkiller, the secret apprentice of the Sith Lord Darth Vader, who required the former Jedi General's expertise on fighting the Empire.

The Imperial Senate Guard encountered Darth Vader's apprentice again on the planet Kashyyyk where they were killed by the Sith assassin in addition to numerous Imperial soldiers and Captain Ozzik Sturn. Their final confrontation with Starkiller took place on the Death Star I when the apprentice infiltrated the incomplete battlestation to save the founders of the Rebel Alliance from his former Master and the Emperor. Several members of both the Senate Guard and Royal Guard rallied to the Emperor's defense on the observation deck shortly after Starkiller defeated Vader in a lightsaber duel. Despite their failure to defeat him, Starkiller was ultimately slain by Palpatine just as the Rebel leaders escaped on the apprentice's starship, the Rogue Shadow.

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The Imperial Senate Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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The Imperial Senate Guard makes two attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The Gand can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the Hunter.

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The Gand's ranged attacks do not have disadvantage within 5ft.

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The Gand has advantage on Wisdom (Perception & Survial) checks made to locate his prey.

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When the Gand fails a saving throw, he can choose to succeed instead.

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The Gand does not have to breathe and is immune to any affects that rely on breathing.

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When a creature that the Gand can see attacks him. He can use his reaction to impose disadvantage on the attack roll.

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When the Gand takes damage, it can use its reaction to regain 17 (3d10+2) hit points as long as the triggering damage would not have reduced the Gand to 0 hp.

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The Gand makes three weapon attacks.

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Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 19 (3d8+6) energy damage.

The target must succeed on a Dexterity saving throw (DC16) or be knocked prone.

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The target is restrained and must succeed at a Constitution saving throw (DC 16) or be paralyzed until the end of it's next turn. The creature can use an action to attempt to escape the snare by succeeding on a Strength saving throw (DC 17) made with disadvantage.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage plus 10 (3d6) fire damage

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The Gand throws a Stun grenade, choosing a point within 50 ft., exploding in a 15 ft. sphere. Each creature within 15 ft. must make a DC 16 Dexterity saving throw. A creature takes 21 (6d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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.

The Gand makes a W-90 Concussion Rifle attack.

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.

The Gand can move up to its speed without provoking opportunity attacks.

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The Gand can recharge one or both of its recharge attacks.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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

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The commando has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]},{"_id":"NDIwN2U0MWU0OTE3","name":"Close Quarters Shooter","type":"feat","data":{"description":{"value":"

Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]},{"_id":"YjEyNjE1Y2I0NTQ2","name":"IWS","type":"feat","data":{"description":{"value":"

The IWS has three modes. As a bonus action, the commando can switch between modes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]},{"_id":"YWYwNzRmNWExN2I3","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]},{"_id":"MzgyMWNlYTBjM2M4","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]},{"_id":"YjUyOWE4NGJjNjM2","name":"IWS Sniper Mode","type":"weapon","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

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.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]}],"effects":[]} -{"_id":"UBC4MhG7H7NayLrt","name":"Ewok Villager","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"11","min":0,"formula":""},"hp":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0,"formula":"2d6"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","movement":{"burrow":0,"climb":25,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":7,"min":0,"max":7},"bar2":{"value":11,"min":0,"max":0}},"details":{"biography":{"value":"

Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok villager has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok villager can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok villager has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"The remote turrets will finish them off!\"

- Gorgol

ManufacturerVarious
TypeDefensive emplacement artillery

An autoturret was a blaster turret emplacement used to defend an area. Known for their killing power and effectiveness, they were employed by many factions throughout galactic history.

History

Autoturrets were used widely during the Jedi Civil War, with the Sith Empire deploying them to restrict access to the Undercity of Taris and to defend their military bases. Often, they were installed at the entrances to hidden bases, onboard capital ships, or near personal valuables.

During the First Jedi Purge, the fortified base of Khoonda on Dantooine utilized them.

In the later stages of the Clone Wars, portable autoturrets were used by both the Grand Army of the Republiic and the Separatist Droid Army for covering fire or to reinforce the defense of field command posts. These autoturrets became the standard equipment of clone and droid snipers, who were entrusted with their deployment.

Autoturret turbolasers were used extensively in sensitive Imperial installations, such as the Imperial Detention Facility on Orinackra as well as on Imperial City, and most notably on the first and second Death Star.

During the Yuuzhan Vong War, they were utilized in the defense of Ithor. The turrets tricked the warriors into destroying a building that was in actuality an explosive device to be used offensively against them.

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

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The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

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.

The turret makes two repeating blaster attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yammosks, or war coordinators, are creatures used as\ncoordinators during battles to send orders to other\nspacecraft, such as coralskippers, to optimize their\nactions. Sometimes, Yammosks are placed on covert\noperation missions where the creature uses its talents\nto link the mind of Yuuzhan Vong commandos. This\nprovides such operatives with a secured means of\ncommunications as their thoughts are linked to one\nanother. Yammosks are at least partially sentient. If\ndestroyed or badly injured, a Yuuzhan Vong war force\ntypically descended into chaos without the guiding\ninuence of its yammosk. A yammosk's control over its\nforces was also capable of being disrupted through the\nuse of gravitic amplitude modulators.

\n\t\t\n\t\n\t\n\t\t
\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Physically, yammosks resemble huge brains, kept in\nvats, which trail thousands of tentacles. Its only solid\nbodily structure is its single tooth which is hidden\nwithin its boneless esh.\n

\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t

The tooth is capable of biting with incredible force\nallowing it to break through rock and ice which are\nweakened through the secretion of acids.

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yammosk are spawned rather then being created.\nImmature members of this species are required to be\npartially submerged in nutrient liquid but in time they\nbecome full air-breathers.\n

\n\t\t\t\t\t

A yammosk is considered the physical form of the\nYuuzhan Vong god Yun-Yammka, the Slayer body\nmanifested onto the mortal plane.

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If the Yammosk fails a saving throw, it can choose to succeed instead.

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The Yammosk is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by the mind blank force power can't be perceived in this manner.

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The Yammosk can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The Yammosk can let those creatures telepathically hear each other while connected in this way.

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The Yammosk gives all Yuuzhan Vong and their creatures advantage on attack and save rolls when it is within 60ft of the Yammosk.

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The Yammosk has advantage on saving throws against force powers and other force e\u0000ffects.

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The Yammosk can cast certain certain powers utilizing its own biology and Yuuzhan Vong Biotech (Yuuzhan Vong biotech abilities will have the same guidelines as the force/tech power they are named after ). The Yammosk's innate casting ability is Intelligence (power save DC 18). It can innately cast the following powers:

At will: sense emotion, telekinesis, battle precognition

1/day each: dominate mind, mind trap

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The fi\u0000re breather makes two tentacle attacks and one fl\u0000ame sweep attack per round.

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Melee Weapon Attack +7, Reach 30 ft., One target. Hit : 20 (4d8+2) kinetic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+ 5) psychic damage at the start of each of its turns until the grapple ends. The Yammosk can have up to four targets grappled at a time.

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.

The Yammosk magically emits psychic energy. Creatures of the Yammosk's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5dl0+5) psychic damage and be stunned for l minute. A target can repeat the saving throw at the end of each of its turns, ending the eff\u0000ect on itself on a success.

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The Yammosk targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the Yammosk can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Yammosk can terminate the link at any time (no action required). The target can. use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6} psychic damage. The psychic link also ends if the target and the Yammosk are more than 5 miles apart, with no consequences to the target. The Yammosk can form psychic links with up to ten creatures at a time.

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The Yammosk can use its action to allow up to 10 Yuuzhan Vong creatures to use their reaction to either to make an attack or move up to their movement speed.

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The Yammosk targets a creature with which it has a psychic link. The Yammosk gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The Yammosk can also make a Charisma (Deception} check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight} check. If the Yammosk succeeds, the mind believes the deception for l hour or until evidence of the lie is presented to the target.

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The Yammosk targets a creature within 120 feet of it with which it has a psychic link. The Yammosk breaks the creature's concentration on a power it has cast. The creature also takes ld4 psychic damage per level of the power.

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The Yammosk targets a creature within 120 feet of it with which it has a psychic link. Enemies of the Yammosk within 10 feet of that creature take 10 (3d6} psychic damage.

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The Yammosk makes a tentacle attack.

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Tsaiwinokka Hoyakut or Reanimated Dead, was a spell that could be used to create undead. This complex spell could awaken the freshly-dead and skeletons, transforming them into an unstoppable legion impervious to pain and capable of transmitting a necromantic infection through biting. These wounds became infected with Sith alchemical elements that would induce transformation into the undead.


Sith zombies served as guardians of the tombs of Sith Lords in the Valley of Golg and the Valley of the Dark Lords. The zombies' limited intelligence allowed them to wield weapons. This and their intimidating presence ensured that few sentients prevailed during an encounter with the creatures.


The zombies' physical appearances varied widely, depending on their former species and gender. Moreover, their original features were distorted depending on damage sustained during battle and by the ravages of time, as the zombies were capable of laying dormant for extended durations. There had been accounts of beings who had been felled during battle and had risen almost immediately with missing limbs and massive gaping wounds. Others had observed that the zombies were little more than half-rotted husks that emanated a horrid stench and moved with an odd shuffling gait.


With the metamorphosis into a zombie, the creature gained heightened visual acuity in the dark and strength superior to that of living beings.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage plus 2 (1d4) necrotic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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The dark aspirant has advantage on saving throws against being charmed or frightened.

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When the dark aspirant is hit by an attack, it can use its reaction to shroud itself in Force energy. Until the start of its next turn, it has a +4 bonus to AC.

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The dark aspirant is a 5th-level forcecaster. Its forcecasting ability is Charisma (Power save DC 15, +4 to hit with force attacks) and it has 24 force points.

The Sith High Apprentice Can use Twinned Power and

Heightened Power

The dark aspirant knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward,

shock

1st-level: battle meditation, curse, sap vitality, hex, improved

feedback

2nd-level: drain vitality, force camouflage

3rd-level: force lightning, choke, horror

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d8+1) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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Average lenght2,48 meters
Average mass15 kilograms
Skin color
  • Purple (female)
  • Brown (male)
Eye colorYellow, red
Homeworld
  • Anaxas
  • Various asteroid hives
Habitat
  • Jungles
  • Caverns

Fyrnocks were silicon-based creatures originally indigenous to the jungles of the planet Anaxes. Surviving the destruction of their homeworld, many Fyrnocks inhabited the resulting Anaxes asteroid belt, including the asteroid PM-1203, which contained Fort Anaxes, a military base used by the Grand Army of the Republic during the Clone Wars. Fyrnocks were hurt by sunlight and could only live under the cover of darkness, in which they became fierce predators. However, they were immune to lights that were not solar-based. Fyrnocks were typically the size of a small humanoid, but at least one was known to grow much larger.

During the Battle of Anaxes, fyrnocks prowled around a campfire set up by Clone Force 99, CT-7567, CC-2224, CT-5597, and CT-6116. Many years after the Clone Wars and the planet's destruction, Hera Syndulla and Sabine Wren encountered fyrnocks in the abandoned Fort Anaxes. Later, Jedi Knight Kanan Jarrus and his apprentice Ezra Bridger returned to Fort Anaxes, hoping to lure the Grand Inquisitor into a trap. Using the Force, they were able to convince the Fyrnocks to attack the Inquisitor and his Imperial Stormtroopers. While the Fyrnocks were ultimately unable to defeat the Inquisitor, they did manage to take down several of the Stormtroopers.

Variations

At least one Fyrnock was known to be many times the size of standard fyrnocks. This creature was far more dangerous than standard fyrnocks, being, in fact, the mother of all fyrnocks. Years after the Clone Wars, Jedi Padawan Ezra Bridger summoned this fyrnock, but had to tap into the power of the dark side to do so. The fyrnock put up a vicious fight against the Inquisitor, buying Ezra and Kanan necessary time to escape, but Ezra was briefly knocked unconscious and left shivering by the unexpected power of the dark side energy that he had summoned.

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At the start of its turn, the fyrnock can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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The fyrnock takes 5 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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The fyrnock makes two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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DesignationNon-sentient
Average height3 meters
Average length 1,5 meters
Average wingspan1 meter
Average mass640 kilograms
Skin colorBrown to blue
Feather colorDark brown
Eye colorBrown
Distinctions
  • Tiny wings
  • Blue head
  • Reddish throat flap
  • Huge legs
  • Massive claws
  • Huge beak
  • Egg shaped body
  • Small crest on head
Average lifespan20 years
HomeworldTatooine
HabitatDesert
DietCarnivore

Woodoo were massive reptavians indigenous to the desert world of Tatooine. There was a cantina on Tatooine called \"The Woodoo Dunes\" with a sign that had a picture of a woodoo, followed by two hatchlings. The sign is incorrect in the fact that woodoos rarely traveled with young, as that would endanger them and take them away from the safety of the nest.

Biology and appearance

While its 640-kilogram weight rendered it flightless, the absurd-looking woodoo's tiny wings helped the creature with interspecies communication and regulation of body heat. An abnormally large blue head was attached by a stubby neck to its equally odd egg-shaped body. A thin reddish throat flap hung off their neck. Males could stretch these flaps as a symbol of strength to attract mates or intimidate other males. The flap could also vent heat to cool down its body. Woodoo also had a small red crest on the top of their heads. The larger the crest, the older the woodoo. However, the crest on females was significantly smaller and grows slower. The woodoo's body was covered with small glands that secreted a clear, lustrous oil. The oil was somewhat like sweat, draining heat from the woodoo's feathers and then evaporating.

The woodoo was slow but extremely strong, with a powerful set of digging claws on the foot of each thick leg. It used these shovel-like claws to dig up dewback eggs and to bully local anooba packs away from their kills. They could also be used to fend off krayt dragons, as they were too slow to outrun them. However, the krayt dragons were usually victorious, being too nimble to pin down with a heavy stomp.

Woodoo skin could be made into leather and was worn by Ezjenk the Jawa, Tusken Raiders and other various sentient species. Woodoo hide was also valuable as a means of shining metals, due to its slightly rough texture. Darth Vader's helmet was polished by DD-13/HK, a DD-13 medical assistant droid, under 2-1B/DRX's orders; the motivation being an attempt to distract Emperor Palpatine from a large amount of shortcuts that the medical droids took in the procedures of reconstructing Darth Vader.

They were also tamed (with difficulty) and kept as pets. A Wookiee member of the New Republic Senate had a pet woodoo. An unidentified New Republic diplomat on Coruscant also rode a 14 year old woodoo.

Woodoo were popular game for big game hunters, as their meat was rather tasty and their bones sold well as jewelry. Woodoo eggs also made good eating, and poachers regularly supply restaurants with the eggs. Dexter Jettster makes a popular dish known as \"Woodoo Surprise\", and woodoo eggs are also served at the Mos Eisley Cantina. However, woodoo were fiercely protective of their young, and hunters, Jawas, and Tusken Raiders have been stomped on after wandering too close to their nests.

The hatchlings look very like their parents, though their body and legs are relatively scrawny compared to what they will grow to be. The hatchlings can scurry around fairly fast to avoid predators, though they will lose this speed as they mature.

Woodoos live for around 20 years, reaching maturity at 8. They typically parted ways with their parent around 7 year of age, though there have been records of woodoo hatchlings being left in the desert at the age of 4. Woodoos left at this stage rarely survive, usually being picked off by krayt dragons or Tusken Raiders.

Behavior and intelligence

Woodoos were fairly social creatures, sticking with their mates for a long time. They would take roles – one looked for food while the other guarded the nest and the young. Woodoos preferred to scavenge, as they were too slow to do any real hunting. They generally waited for another creature, such as an anooba pack, to make a kill. They then arrived, chased them off, then dragged the carcass (if small enough) to the nest. If the carcass was too large, they would use their huge digging claws to bury the corpse in the sand. They would return later to eat.

Woodoo, as mentioned earlier, were very territorial and protective of their nests. They mark their territory with feces that are, to say politely, unpleasantly fragrant. They could emit a loud shriek to intimidate predators or to signal their mate that something was wrong. Between territorial disputes or a fight over a mate, the scuffle is ritualized and almost never fatal. It involves forceful head butts, pecking, and sometimes a charge in an effort to knock the opponent over. If defeated, the woodoo backs away. However, in an encounter with a predator, the woodoo will stretch its throat flap, extend its comically small wings straight out, and attempt to place a potentially lethal stomp on the offender. But if the predator is trying to get to the nest and puts the young in danger, the woodoo will do almost anything to try and chase off the predator. The woodoo will stomp, peck, charge, headbutt, and use any means possible to deter the predator or kill it.

If a mate or hatchling dies, the woodoo will appear to grieve. The woodoo will lie by the body, fending off any scavengers foolish enough to approach. After an average of three days, they will bury the body under the sand, where it will usually mummify under the heat and dryness. If the woodoo comes across the place again, it will stay there for some time, then leave.

Once a woodoo mates, the female would generally build a nest and lay the eggs.The nests were made out of scavenged scrap metal, stones, hardened droppings, and desert brush, lined with the woodoo's own shed feathers. Woodoo eggs usually hatched after 3 months. After hatching, the hatchlings were blind, scrawny, wet, and vulnerable to sand and predators. The female stayed at the nest to take care of the young, depending on the male to bring in food. The hatchlings opened their eyes at around 3 days of age. They were curious little critters, and if the parents died, they wouldn't hesitate to waddle up to a sentient creature (such as a Jawa) in hopes of getting a new home. Once the hatchlings can stand and run, the female and male start to switch roles of hunting and caring for the young. When the woodoo have reached the age of eight, they left the nest and started their own lives as young adults.

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If the woodoo moves at least 20 feet straight toward a target and then hits it with a beak attack on the same turn, the target takes an extra 11 (2d10) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The woodoo can make two attacks: one with its beak and one with its talons.

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The woodoo lets out a deafening shriek in a 60-foot cone. All creatures that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature takes 17 (5d6) sonic damage and is deafened for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not deafened.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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Any friendly creature reduced to 0 HP within 15 feet of the Jedi Healer is automatically considered to be alive and stabilized.

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Whenever the Jedi healer uses a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the power’s level.

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The Jedi Healer is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks, 36 force points).

The Jedi Healer

knows the following force powers:

At-will: saber reflect, spare the dying, force technique, force

push/pull, turbulance

1st level: heal,battle precognition

2nd level: force barrier, restoration, stun, force enlightenment,

battle meditation, phase walk

3rd level: telekinetic storm, knight speed, becon of hope,

server force

4th level: aura of purity

5th level: improved restoration, improved force barrier,

improved heal, revitalize, stasis, improved battle meditation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

As an action, the Jedi Healer can evoke healing energy that can restore 40 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

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Vulptices (singular: vulptex) were a non-sentient species of omnivorous and gregarious canids from the mineral world Crait. They were distinguished by their coats made up of white crystalline bristles.

DesignationNon-sentient
ClassificationCanid
Hair colorWhite
Eye color
  • Blue
  • Red
DistinctionsUnique crystalline bristles/spikes
Homeworld
Crait
HabitatHighland caves and canyons
Diet
Omnivorous

Biology and appearance

The vulptices were a fox-like species of canids with a flexible body native to the mineral world Crait. Their most distinctive feature was a coat of crystaline bristles/spines that served as protection against their predators. Their facial bristles (or whiskers) also helped them gauge whether they could fit into a tight space. Vulptices had excellent low-light vision and keen senses. They were omnivorous, feeding on tubers and small burrowing mammals they dug out from under Crait's salt crust. According to Doctor Paqin Mesoli, who wrote field notes on the vulptices for the Nupayuni Mining Consortium, those creatures might also have been sensitive to magnetic fields.

Behavior

Vulptices dwelled in highland caves and canyon. In fact, Dr. Mesoli theorized that they had summer dens beneath Crait's salt crust, and winter dens in caverns. They lived in groups referred to as skulks, regrouping three to four families with as many as ten creatures by family. Dr. Mesoli, however, observed those skulks came together in larger social structures, with as many as one hundred vultpices sharing a particularly advantageous den.

Although not sentient, the vulptices were clever animals that formed strong bonds and hunted in cooperation. Dr. Mesoli suspected that they used their bristles to communicate, shaking them or brushing them against stones to generate specific sound patterns.

History

After the Rebel Alliance abandoned their outpost on the planet, a skulk of vulptices had come to roam free through the abandoned structures. Decades later an extremely curious skulk of vulptices was present on Crait during the time of a battle that broke out between the First Order and the Resistance on the planet surface. The skulk found their way into the abandoned outpost while the door was closing, and they remained in the outpost while the battle of Crait was going on. While Luke Skywalker was distracting the First Order, the vulptices had somehow found their way out of the outpost, which seemingly had no escape. Finn inquired where the \"crystal critters\" had gone. One was spotted and helped them escape through a tunnel near the back of the outpost. However, the exit was blocked by a large pile of rocks. Rey used the Force to move the rocks out of the way. The Resistance was then able to follow the creatures out of the base.

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The vulptex has advantage on Wisdom (Perception) checks that rely on sight or smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Hssiss, or dark side dragons, were a lizard species with the ability to influence Force-sensitive beings around them. If bitten by a Hssiss, one would succumb to the effects of a dark side poison. Hssiss also had the ability to conceal themselves and become invisible, possibly doing so through the Force. Hssiss originated as savage reptilian predators on Ambria, and were one of the few creatures to survive the planet's destruction. They lived in and near Lake Natth, where Jedi Master Thon had imprisoned the dark side energies that had plagued the planet for millennia. The dark spirits then began to possess the creatures, turning them into something much fouler—it was said that these \"dark side dragons\" aided those who used the dark side of the Force. Eventually, Great Bogga began to use them as body guards and pitted them against those who had failed him. When he realized how effective and vicious they were, he had them transported off-world and sold in bulk. Soon, Hssiss could be found all over the galaxy, especially on worlds where the dark side was strong, including Korriban, Mimban and Vjun.

In appearance, Hssiss looked nothing more than particularly vicious reptiles, about three meters in length, with a green, scaly hide. In addition to those three meters, they had a meter long tail, covered in rows of spikes which stretched up past their backs and onto their necks. When in the lakes on Ambria, they hunted in pairs, grasping their prey with their strong jaws and sinking dozens of teeth into the unfortunate animal's body, while the other Hssiss sunk its jagged claws into it. Dark Lizards were a species of hssiss.

Overview

As creatures of the Force, they had a limited ability to mask their presence. Hssiss were drawn to suffering and carnage. After the Jedi Civil War and the devastation of the planet Korriban, they fed upon all the corpses left behind from the war, while the angry phantoms of the Sith—too weak to influence the sentient—took these Hssiss as thralls to their will, fending off all intruders who landed on the planet.

They were found on many planets throughout the galaxy, including Korriban, Ambria, Mimban and Vjun. Their prevalence was probably the result of being brought with Sith armies in their many wars. Many scientists believed the Hssiss originated from the planet Stenness.

The Jedi philosopher Tionne Solusar once met with a Hssiss on the planet Ambria. She killed it by removing its head with her lightsaber, but did not escape unscathed. The Hssiss had slashed her with its claws, and only a Jedi healing trance proved able to remove the venom. This led her to believe that the poison was spawned from the dark side of the Force.

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The hssiss can breathe air and water.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against Hssiss.

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The Hssiss makes three attacks, once with its bite and twice with its claws.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 17) or become poisoned and take 6 (2d6) toxin damage per turn. The target is also grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Hssiss can't bite another target

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 6 (2d6) toxin damage per turn.

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The Hssiss magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a power).

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DesignationNon-sentient
ClassificationReptavian
Homeworld
Endor

Geejaws were reptavians native to Endor.

Known for their wide variety of calls and mimicry, geejaws were inquisitive creatures. They were small red birds with sharp beaks which they used to build nests, laying several eggs at a time, in which both parents would care for helpless chicks.

Common prey of the temptors and other animals on Endor, geejaws had to build nests high above ground or in hard to reach places.

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The geejaw can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

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K'lor'slugs were dangerous vermiforms native to the swamps of Noe'ha'on. They were also found on Korriban and Taris.

DesignationNon-sentient
Homeworld
Noe'ha'on

Biology and Appearance

K'lor'slugs were large worm-like creatures that possessed a serpentine body propelled by many dangerously-edged legs. The mouth was a gaping circular maw filled with concentric rings of teeth.

Behavior

K'lor'slugs were carnivorous hunters on their homeworld, possessing keen olfactory and visual senses in addition to a deadly venom. For reproduction, the creatures could lay more than 300 eggs in a single birthing period. When hatched, the young k'lor'slug was immediately ravenous for food. In addition to their aggressiveness, these creatures were considered pests aboard starships. They were known to invade the darkest spots on unsanitary space vehicles and breed. When dealing with more than 300 eggs hatching, an infestation aboard a space vehicle would become harder to control—and more potentially fatal—the longer it was tolerated.

History

K'lor'slugs were known to the galaxy as early as the time of the Great Galactic War of the Old Republic. Because of their notoriety as an aggressive and deadly species, especially among the spacers who encountered them aboard their starships, they were used as a holomonster playing piece in the popular strategy game, dejarik.

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The K'lor'slug has advantage on an attack roll against a creature if at least one of the k'lor'slug's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"N2I2ZDk5MDVjYWJi","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the mandalorian has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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The mandalorian deals one extra die of damage with its weapons (included).

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While wearing medium armor, the artiste adds 3, rather than 2, to its AC and no longer has disadvantage on Dexterity (Stealth) checks.

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The mandalorian has a personal barrier that has 10 hit points. Whenever the mandalorian takes damage, the barrier takes the damage instead, if the damage reduces the barrier to 0 hit points, the mandalorian takes the remaining damage. Whenever the mandalorian casts a tech power of 1st level or higher, the barrier regains hit points equal to the number of tech points spent. The barrier cannot exceed 20 total hit points.

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When the mandalorian casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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The mandalorian is a 10th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with tech attacks) and it has 44 tech points.

The mandalorian knows the following tech powers:

At will: assess the situation, combustive shot, jet of flame

1st level: energy shield, flame sweep, oil slick, ring of fire

2nd level: electromesh, magnetic field, overheat, pyrotechnics

3rd level: explosion, flaming shots, kolto cloud, sabotage

charges, tech overide

4th level: ballistic shield, elemental accelerant

5th level: immolate

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NTUzZDBmYjNkOTll","flags":{},"name":"Technological Advantage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The mandalorian makes one weapon attack with its blaster carbine or tech blast.

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"Y2E4MzYzOGVhMWRi","flags":{},"name":"Tech Blast","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 30 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"MWM1MDllZWVlNWU5","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"ZTM5ODUwMTM1MGMx","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"ZDhkOGQxMWM4MTgx","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000}]} -{"_id":"W5C7mbrVxlJw1v4I","name":"**Jensaarai Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"Jensaarai enhanced armor"},"hp":{"value":64,"min":0,"max":64,"temp":0,"tempmax":0,"formula":"8d8+28"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":64,"min":0,"max":64},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 16","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","token":{"flags":{},"name":"Jensaarai Apprentice","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"W5C7mbrVxlJw1v4I","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":64,"max":64},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDJmNjczMDYxNmI2","flags":{},"name":"Jensaari Armor","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 6 anytime it is damaged.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MmEzMDE5ZTY0ZjM0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, level 5 caster 20 force points).

It can innately

cast the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MTE2YjU4NzhjNTZi","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MDdjOWQ4YTgzNzhm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Jensaarai Apprentice makes two attacks with its Martial lightsaber

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NWE4MDJkMWI4MzA1","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"MjhmYjIzZDhkZThk","flags":{},"name":"Ballistakinesis","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

.

The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} -{"_id":"WCDdFZVk60FLM5HK","name":"Tusken Brute","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"heavy combat suit"},"hp":{"value":68,"min":0,"max":68,"temp":0,"tempmax":0,"formula":"8d8+32"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":68,"min":0,"max":68},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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

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.

The tusken makes two gaffi stick attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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\"When the P-Tower gets ready to fire, you can feel the charge, hear the hum, see the dish light up…It's a moment of hope. And then the blast just bounces off an AT-AT and you realize that the situation is hopeless…\"

- Lak Sivrak

ManufacturerAtgar SpaceDefense Corporation
TypeLight anti-vehicle laser cannon
Cost
  • 10.000 - 12.000 credits (new)
  • 2.000 - 6.000 credits (used)
Height2,8 meters (energy dish)

The 1.4 FD P-Tower was a light anti-vehicle fixed emplacement artillery weapon produced by Atgar SpaceDefense Corporation.

Description

Manufactured by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower was a light laser cannon employed as a fixed emplacement anti-vehicle weapon. It was designed to target a variety of enemy vehicles, including repulsortanks and landspeeders, although it had difficulty targeting fast-moving vehicles. The unit was quick to produce.

The main bulk of the weapon was a 2.8 meter high energy dish that had sixteen micropower routers spaced evenly along the outer edge, and eight power conversion cells along the interior of the dish. Targeting sensors were placed on the upper edge of the dish, and a single light laser cannon emanated from the center of the dish. To fire the weapon, energy was fed directly into each micropower router which held the charge until the firing computer registered that the Energy Conversion Point had been achieved. The power conversion cells around the dish glowed once the weapon was primed to fire. At that point, the firing computer channelled the energy from the router into the main power converter located at the center of the dish, firing the weapon. The energy beam moved through the discharge barrel, into the galven circuitry and through the focusing lens to produce a low-power beam that was effective against repulsorcraft, landspeeders, and airspeeders.

The 1.4 FD P-Tower was considered to be an all terrain weapon, and could operate in temperatures from minus 100 degrees Standard, to plus 120 degrees Standard. The entire weapon could rotate three hundred and sixty degrees on a rotation platform for a full field of fire. At a cost of 10,000 credits, the weapon was inexpensive, costing less than half as much as similar weapons on the market. A blast from the weapon was equal to a standard artillery unit, and was known to take down vehicles as large as an All Terrain Scout Transport walker. Although designed to counter repulsortanks, the armor on heavy repulsortanks and All Terrain Armored Transport were able to deflect blaster bolts. In practice, the weapon was often more effective against stormtroopers than repulsorcraft.

At the rear of the unit was the firing computer linked to a targeting scope, along with a targeting and elevation mechanism that raised and depressed the dish. The P-Tower's hadrium-iode tracking system was capable of following targets through extreme weather. The targeting computer was unable to predict high-speed maneuvers from fast-moving craft, meaning that scoring direct hits on such craft was often down to the skill of the unit's gunners.

The design of the 1.4 FD P-Tower had several drawbacks. The weapon's main power converter was calibrated to specific power needs, fed from the micropower routers. If a single router was to fail or malfunction, the entire firing mechanism would shut down. The 1.4 FD P-Tower utilized an Atgar C-6 battery, which only retained enough power for eight shots before needing to be replaced. The battery was easy to replace when handled by a skilled technician. When hooked up to a power generator, the weapon had unlimited fire capability. The weapon also suffered from a low fire rate, and required ten seconds to build up an adequate charge. The visible dish was also a tempting target for opponents.

The weapon required a crew of four to operate, although the operators were all vulnerable to attack as the turret was not enclosed, leaving them vulnerable to enemy fire. The lead operator—known as the chief gunner—aimed and fired the weapon. The unit possessed an integrated targeting scope, but many operators were reluctant to stand so close to the weapon in an exposed position, so they used an artillery remote containing a small joystick controller attached to a portable firing computer with a readout screen. The other crew members were engineers who regulated the energy flow from the battery to the micropower routers and monitored the long recharge time between each shot, as well as replacing the battery once depleted. The weapon itself was protected by light armor plating.

History

Produced by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower was introduced during the Clone Wars. A fixed emplacement weapon, it was deployed on military installations, space stations, and other facilities. By the time of the Galactic Civil War, the 1.4 FD P-Tower was outdated and readily available for purchase on the black market, and was used heavily by both mercenary and Alliance to Restore the Republic units, even though the weapon was no longer standard issue for the Galactic Empire who had progressed on to use more advanced models of anti-vehicle weaponry. In light of its continued use, Army Command was conducting a review regarding the inclusion of the weapon on the updated standard issue list for the Imperial Military, although it was found in service on some of the Empire's Outer Rim planets.

Due to its inexpensive cost, it was primarily used by the Alliance, and it was their most common piece of field artillery. It was detested almost universally by Alliance infantry commanders, who considered the weapon underpowered and unable to damage heavier Imperial combat vehicles. They questioned the use of an artillery weapon that limited their mobility and provided no protection to their operators. Despite the inexpensive cost of the 1.4 FD P-Tower, the weapon was still too expensive to abandon on the battlefield. In addition, the Alliance had trouble securing an adequate supply of replacement batteries to keep their units in combat readiness, and the distinctive glow given off by the power conversion cells proved to be a detriment if using the weapon at night as it could give away defensive positions. Although the low price tag kept the weapon in service, the Alliance began to slowly phase out the 1.4 FD P-Tower.

The Alliance utilized P-Towers to defend Echo Base on the planet Hoth, as well as in the defense of several other major bases and installations. The P-Tower's contribution to the defense of Echo Base on Hoth was crucial to allowing the Alliance troops to delay the Imperial advance long enough to carry out their evacuation of the base.

The New Republic conducted experiments into improving the 1.4 FD P-Tower, such as improving the weapon's range, overhauling the power system, and adapting the unit to take a power feed from a larger-scale generator. All generally failed due to the incompatibility of the weapon's decades-old electronics with modern technology. The failure of these projects, slow rate of fire, and the vulnerability of the operating crew led to the decision to phase the weapon out of service, and the unit was found only in the service of mercenaries and pirates. With the conclusion of the Galactic Civil War, the New Republic decommissioned its remaining P-Towers in favor of repulsorlift-equipped weapons platforms.

By the time of the resurrected Emperor's assault on the New Republic, the 1.4 FD P-Tower was an optional mounted weapon for SedriMotors Limited's Amphibion.

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

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

The Turret chooses a target within 600 ft and lets loose a blast of energy at the target. The target must succeed at a DC 16 Dexterity saving throw, or take 28 (7d6 + 4) energy damage. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 24 (7d6) energy damage if they fail the save by 10 or more.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the soldier that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZjhjNDNhMTE2ZmM1","flags":{},"name":"Blaster Carbine","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/371_-_Front-Line_Soldier/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MjRmMWUxYjUxN2Vj","flags":{},"name":"Vibroblade (one hand)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/371_-_Front-Line_Soldier/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d10+1) kinetic damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t

Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the\nFar Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family\nand their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the\ndeaths of nearly 365 trillion sentient beings during their invasion of the galaxy.\n

\n\t\t\t\t\t\t

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average\nHuman. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have\nsloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual\nmutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also\nhave short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser\namounts on both the head and body than Humans, but often wear it much longer than them, unless completely\nbald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of\nbeauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among\nthe Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very\nconductive, as if it was made specifically for feeling pain.\n

\n\t\t\t\t\t\t

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of\nthe Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are\ntargeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of\naction is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is\npossible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and\nthrowing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the\npressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.\n

\n\t\t\t\t\t\t

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain;\nnot as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to\ncreate the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By\nremaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a\nmanner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring,\nand sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their\nbodies. Devotional practices to the gods call for bloodletting at prayer times.\n

\n\t\t\t\t\t\t

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs\nbetween two different castes is considered forbidden. They also greatly believe in honor: even under interrogations,\nthe word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they\ntypically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

\n\t\t\n\t\n\t\n\t\t

Technology. The Yuuzhan Vong have a fanatical hatred\nof machines, believing them to be abominations and\nan aront to their gods. Machines do not die, meaning\nthat they are capable of replacing organic life—which is\nsomething the Yuuzhan Vong would never allow.

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Amphistaff

Like all Yuuzhan Vong biotechnology, amphistaffs were\nfully organic beings native to the Yuuzhan Vong\nhomeworld. Young amphistaffs grew in trios from\nleathery polyps, reaching out and snatching whatever\nprey could be found and redirecting it into the polyp's\ngaping maw, known as the groundmouth, thus feeding\nall four entities simultaneously. Eventually the\namphistaffs lengthened to around 2 to 3 meters, too\nlarge for their polyp to support them. They would\nbreak o, escaping their amphistaff breeding gla, and\nslither into the wilderness leaving the polyp to die.\nAmphistaffs saw in infrared light. 

\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":2,"powerLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"truesight 30 ft., passive Perception 10","languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/avatar.webp","token":{"flags":{},"name":"Amphistaffs","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"WOfhNqte6Z8kQiRJ","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":13,"max":13},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OWY3NmI0YzkzODU1","flags":{},"name":"Shaped Fortitude","type":"feat","img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/avatar.webp","data":{"description":{"value":"

If damage reduces the amphista\u0000ff to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the amphistaff\u0000 drops to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NmNhOTA4MzdjYjE5","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/avatar.webp","data":{"description":{"value":"

The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d4+3) kinetic damage.

the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is blinded for 1 minute. On a successful one, the target takes half as much damage and isn't blinded. A target can repeat the saving throw at the end of each of its turns, ending the eff\u0000ect on itself on a success.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The healer can roll 1d4 and add it to a skill check or saving throw.

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When the healer casts a power of first level or higher that restores hit points to a creature, both the targeted creature and the consular regain additional hit points equal to 2+the power's level.

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The the healer casts a force power, it can expend additional force points to modify the power, choosing one of the following options:

Heightened Power. When the healer casts a power that forces a creature to make a saving throw to resist its effects, it can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

Quickened Power. When the healer casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Twinned Power. When the healer casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjQ3NDYyZDQzZjEx","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","data":{"description":{"value":"

The healer is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks, 45 force points).

The healer knows the following force powers:

At-will: Force Push/Pull, Give Life, Guidance, Saber Reflect,

Saber Ward, Spare the Dying

1st-level: Battle Precognition, Heal, Project, Sanctuary

2nd-level: Rescue, Restoration, Stun

3rd-level: Beacon of Hope, Remove Curse, Share Life

4th-level: Aura of Purity, Force Immunity, Freedom of

Movement

5th-level: Improved Heal

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When the healer is hit with an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzA5ZjA2ODQ1NjE5","flags":{},"name":"Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"MDNkMjMyYjg2ZmMz","flags":{},"name":"Preserve Life (5/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","data":{"description":{"value":"

.

The healer can distribute 50 hit points among any amount of creatures within 30 feet of it. This healing has no effect on a creature that has half or more of its maximum hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} -{"_id":"WhWgM0JVe3cUTDj5","name":"**Jedi Knight, Weapon Expert","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"heavy combat suit, +1 from two weapon mastery"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"15d8+30"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo its proficiency bonus to make an additional two-weapon fighting attack, also without its proficiency bonus.

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If the creature is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi's primary doublesaber attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

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The Jedi Battlemaster is a 13th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 27 force points).

The

Jedi knows the following force powers:

At-will: saber reflect, turbulance, force push/pull,force disarm,

sonic charge, burst

1st level: slow descent, phase strike, force throw

2nd level: stun, battle meditation, phase walk

3rd level: telekinetic storm, knight speed, sever force, force

repulse

4th level: freedom of movement, force immunity

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The jedi can attack with both blades when making an opportunity attack

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The Jedi makes three doublesaber attacks or two doublesaber attacks and two offhand attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d8+5) energy damage

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Tarkhan makes two meelee attacks with its Greater Shoni Spear.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 7 (1d10+2) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 5 (1d6+2) kinetic damage.

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.

Each creature of the Tarkhan's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the Tarkhan's next turn. The war chief can then make one attack as a bonus action.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (dathomiri)","environment":"","cr":21,"powerLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 21","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":21,"prof":7,"total":11},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":2,"ability":"dex","bonus":0,"mod":5,"passive":29,"prof":14,"total":19},"sur":{"value":2,"ability":"wis","bonus":0,"mod":4,"passive":28,"prof":14,"total":18},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","token":{"flags":{},"name":"Nightsister Clan Mother","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Wunajvl6mhl71Sfr","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":160,"max":160},"bar2":{"value":15,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDUxZmFiNGZmOTY4","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

The Nightsister is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 21, +13 to hit with force attacks, 68 force points).

The

Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: battle precognition, dark side tendrils, fear, force

mask, hex, sap vitality, wound

2nd level: affliction, darkshear, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, force lightning horror,

improved dark side tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: dominate mind, improved phasewalk, insanity,

siphon life

6th level: eruption, force chain lightning, scourge, wrack

7th level: force lightning cone, force project, ruin, whirlwind

8th level: death field, earthquake, maddening darkness, master

force immunity

9th level: mass hysteria

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When the Nightsister fails a saving throw, she can choose to succeed instead.

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While on Dathomir, the Nightsister can use her reaction to impose disadvantage on the target of a force power.

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The Nightsister can hide even when she is only lightly obscured by natural phenomena.

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The Nightsister has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YmI4NmJiNTA1Zjk3","flags":{},"name":"Ichor Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"MzkzNjhiZmQ1OTRh","flags":{},"name":"Ichor Shield (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

.

The Nightsister creates an Ichor shield that surronds the nightsister and allows her to hover 5ft above the ground. The shield moves with the nightsister and makes her immune to energy, ion, and lightning damage. The shield lasts as long as the nightsister maintains concentration.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZWJmNGM4YmM4OGNl","flags":{},"name":"Ichor Lightning","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

While the Ichor shield is active the nightsister can utilize her bonus action to emit ichor lightning from her shield. Every creature of the nightsister's choice within a 30ft. raidus of the witch must make a DC 21 Dexterity saving throw, taking 24 (8d6) lightning damage and 24 (8d6) necrotic damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"OWZiMWFlZDZjMWYx","flags":{},"name":"Blood Trail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 17 (2d12+4) acid damage.

On a hit the Nightsister uses her blood to mark the target, giving the Nightsister advantage on attack rolls and allowing her to know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

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.

The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MThjZDI2YzQ5YjBj","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

.

The Nightsister casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NzQwYTQ3OTE5ZTg1","flags":{},"name":"Ichor Blade","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

.

The Nightsister makes one ichor blade attack.

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.

The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an aront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with theForce in order to use Vongsense.

","public":""},"alignment":"Chaotic Neutral","species":"","type":"humanoid (Yuuzhan Vong)","environment":"","cr":11,"powerLevel":0,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":"Energy While In Vonduun Armor"},"dr":{"value":["force"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 12","languages":{"value":[],"custom":"Yuuzhan Vong"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","token":{"flags":{},"name":"Yuuzhan Vong Warlord","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"XBZeSQ58zb2ELYlL","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":98,"max":98},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTJmNGJkODZkM2Jk","flags":{},"name":"Limited Force Immunity","type":"feat","img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","data":{"description":{"value":"

The warlord can't be a\u0000ffected or detected by force powers of 5th level or lower. It has advantage on saving throws against all other force powers and e\u0000ffects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YWJkMWRhZjYwZTA3","flags":{},"name":"Martial Advantage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","data":{"description":{"value":"

Once per turn, the warlord can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the warlord that isn't incapacitated.

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As a bonus action, the warlord can change the form of its amphistaff\u0000.

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The warlord adds 3 to its AC against one melee attack that would hit it. To do so, the warlord must see the attacker and be wielding a melee weapon.

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.

The warlord can make three melee weapon attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +6, Range 20/60 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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.

For 1 minute, the warlord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warlord. A creature can bene\u0000t from only one Leadership die at a time. This e\u0000ffect ends if the warlord is incapacitated.

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\"Those clankers have tough armor!\"

- Commander Cody, on the durability of the BX-series

ManufacturerBaktoid Combat Automata
ClassBattle droid
Degree4th degree droid
Height
1,91 meters
Weight85 kg
GenderMasculine programming
Sensor colorWhite

The BX-series droid commando, more commonly known as the commando droid, was an elite battle droid model made for stealth assignments.

Characteristics

\"Welcome to Rishi…Commander. As…you can see, the outpost is operating at…peak efficiency. Thank you for visiting…and have a…safe trip…back.\"

- A droid commando trying to imitate a clone trooper

These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter.

History

\"Well... at least they're not destroyer droids.\"

- Anakin Skywalker to Adi Gallia after being ambushed by droid commandos.

BX-series droid commandos were designed to accomplish tasks that an overwhelming force of droids could not. Captain Rex and Commander Cody both defeated droid commandos in combat on the Rishi moon, and the clone deserter, Cut Lawquane, managed to defeat a force of 20 Commando droids with only minimal assistance from Captain Rex on Saleucami, although the droids they fought were heavily damaged. They were capable of hand-to-hand combat, had greater accuracy with their E-5 carbines, and even sniper capability. However, due to their prohibitive cost, they could not be mass-produced in such a manner as to replace the Confederacy's other battle droids so they were used for special operations, boarding parties, and raids.

Battle of the Rishi Moon

\"The outpost is secure, General. We shut down the alarm and turned on the all-clear signal.\"

- A droid commando reporting the capture of the listening post to General Grievous

Around 22 BBY, Confederate General Grievous, the Supreme Commander of the Droid Armies, planned to invade the Wild Space planet of Kamino, where the Republic clone troopers were grown. In order to invade the planet unnoticed, Grievous sent several Droch-class boarding ships containing BX-series droid commandos to the moon of Rishi, where a Republic listening post, the Rishi Station was located. The clones stationed on the listening post identified the boarding ships as a meteor shower, and did not alert a nearby Republic fleet. The droids caught the deck officer, CT-327, by surprise, stunning and killing him. They then infiltrated the listening post, but were met by two clones, Droidbait and Nub, who had been sent by Sergeant CT-19-7409 to find out why CT-327 did not reply. Upon hearing fire, the remaining clones rushed to help, but were outnumbered by the commando droids. CT-19-7409 was also killed by the commandos in the ensuing firefight. However, four clone troopers were able to escape the station through a ventilation shaft. The droids then secured the post and jammed the all-clear signal.

The droid commandos, however, were not aware that a routine inspection of the station conducted by Commander CC-2224 and Captain CT-7567 was on its way. Upon arriving in the Nu-class attack shuttle Obex, the two clone officers were greeted by a commando droid dressed in a clone armor. The droid tried to convince the clone troopers to leave the listening post; however, CT-7567 saw a droid attack flare fired from the survivors. Realizing the trick, he shot the disguised droid through the head. The commando droids then launched an ambush, and after throwing grenades toward the clones and destroying shuttle, the droids believed that the two had died in the explosion. In fact, CC-2224 and CT-7567 had survived with the help of their harpoon cables. Meeting the survivors of the first droid assault below the station, the officers introduced themselves and a plot to retake the station was developed. CT-7567 used a droid commando head to cheat the droids within the station to open the door. The clones then stormed the station, eventually regaining control of the control center after killing the commandos, including the droid captain. Despite reinforcements sent by General Grievous, the clone troopers blew up the station, cutting off the all-clear signal, thus alerting the Republic fleet of the planned Confederate invasion.

Ambush on Kynachi

Jedi Nuru Kungurama and his squad, called Breakout Squad, fought three of these units on a mission on the planet Kynachi.

Battle of Ryloth

During the Battle of Ryloth, at least two droid commandos were present in the capital city of Lessu. The two attacked the ARF troopers Razor and Stak, shortly after the two troopers activated the plasma bridge and allowed Republic forces to enter the city. Even using fellow battle droids as projectiles, they eschewed the use of blasters and engaged the two troopers in hand-to-hand combat, but were soon defeated.

Senate Hostage Crisis

Later on, two of these units were used by bounty hunter Cad Bane during his capture of the Senate Building. After killing a contingent of Senate Commandos that guarded the landing area, the two BX-series droids stripped two bodies of their armor and disguised themselves as the commandos. They later escaped with Bane, Ziro and the other Bounty hunters.

They were also deployed during the Battle of Tirahnn.

Battle of Saleucami

A squad of such commando droids accompanied General Grievous when he boarded Jedi Master Eeth Koth's Venator-class Star Destroyer. The droids defeated the Jedi's clone trooper guards but were destroyed by Koth. Later, during a rescue attempt conducted by the Jedi to rescue Master Koth, Jedi General Obi-Wan Kenobi's light cruiser was boarded and its crew was assaulted by BX-series droids. Anakin Skywalker and Adi Gallia found a squad of commando droids, commanded by TV-94, guarding Koth when they boarded Grievous's flagship. Skywalker and Gallia destroyed all of the droids and rescued Koth.

Later during the Battle of Saleucami, Grievous's forces were forced to crash land onto the planet Saleucami where a pair of commando droids serving as a sniper unit were operational. The droid spotter observed the arrival of Clone Captain Rex whereupon the sniper took a shot that wounded the target. However, the sniper pair was tracked down and killed by Rex's comrades. While Rex recuperated at Cut Lawquane's farm, another squad of heavily damaged BX-series droids were in an escape pod that crashed into the fields of the farm, and were accidentally reactivated by Cut's adopted children Shaeeah and Jek. The droids attacked the farm and despite their heavy damage were able to pin down and nearly overwhelm its defenders. After a hard fought battle and close call they were destroyed by Lawquane and Rex.

Citadel Escape

In the Confederacy prison the Citadel, Warden Osi Sobeck had a team of these commandos painted with a special yellow color scheme. One of these droids was seen torturing Jedi Master Even Piell for information on the Nexus Route with an electrostaff, while an interrogation droid questioned Piell. Many of them carried hand-held energy shields. One of them was responsible for the apparent death of ARC Trooper Echo. A droid commando captain was also forced to destroy one of his own droids after the Citadel warden Osi Sobeck ordered him to do so for displeasing him.

Reinforcements on Felucia

A reinforcement battalion was sent to strengthen the position on a Separatist outpost to prevent Republic victory deep in Confederate territory of Felucia. Commando droids were present in this group, and shortly after the deployment of the reinforcments, the outpost commanded by TZ-33 came under fire by Republic AT-TEs. TZ-33 then ordered all units to form up for a counterattack, thereby lowering the outpost gate; this order proved to be the outpost's downfall as the Republic clones of Wolfpack—led by Anakin Skywalker, Plo Koon, Ahsoka Tano, Rex, and Wolffe—then attacked the droid outpost, destroying all the droids, including the commando droids. Although the Separatists did not win, Tano was captured by a Trandoshan sport hunter by the name of Lo-Taren.

Skirmish on Naboo

Just before the Skirmish on Naboo, commando droids were deployed by Minister Rish Loo on Naboo after Anakin Skywalker, Padmé Amidala and Boss Lyonie confronted him after discovering that Rish Loo was a traitor. In the fight that followed, all of the commando droids were destroyed by the Jedi and Amidala, while Loo stabbed Lyonie and fled the underwater city where the fight took place.

Battle of Kiros

Several droid commandos were present during the Separatist occupation of the planet Kiros. When the Galactic Republic came to liberate Kiros, a group of droid commandos on speeders ambushed a clone party led by Jedi Master Obi-Wan Kenobi, Anakin Skywalker and Padawan Ahsoka Tano. While the clones took some casualties, all the commandos were ultimately destroyed. Two units were also guarding the Separatist commander in-charge of the occupation, Darts D'Nar. However, they were also destroyed when Kenobi arrived.

Battle of Dathomir

Around 21 BBY, Count Dooku ordered General Grievous to eliminate Asajj Ventress, together with the Nightsisters of Dathomir. Grievous began his invasion of Dathomir, where he deployed several BX-series battle droids, together with B1 and B2 super battle droids, AATs, one Defoliator tank and other forces. One of the BX-series droids used a rocket launcher to destroy the wall of the cave, in which Talzin and Old Daka tried to kill Dooku via Nightsister magic. Grievous managed to eliminate Old Daka and a Nightsister, while Talzin disappeared. The BX-series droid emptied the cauldron, and Dooku survived.

Battle of Onderon

A number of BX-series droid commandos were present on the planet Onderon where they served under the super tactical droid Kalani, who was dispatched to defeat a local rebellion brought against the Confederacy. These droid commandos were among the forces battling the Onderonian rebels, where they were ultimately defeated due to the armaments and training the rebels had received from the Republic. When the Royal Onderon Militia abandoned King Sanjay Rash to fight for the rebels, BX-series droid commandos replaced them as his bodyguards.

Ringo Vinda

BX-series droid commando with the markings of captains served at the Battle of Ringo Vinda fighting the 501st Legion, taking several casualties during the fighting. Later, Clone trooper Tup had to be taken on a Maxillipede shuttle. More BX-series droid commandos guarded Tup until Anakin Skywalker, CT-5555, and CT-7567 infiltrated Kraken's Maxillipede shuttle and killed all of the droids.

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

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Once per turn, the commando droid can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

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The supercommando droid makes two weapon attacks.

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Ranged Weapon Attack +7, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

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The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YmYxYTY2Mzc1YmZk","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/385_-_Nightsister/avatar.webp","data":{"description":{"value":"

The Nightsister is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 36 force points).

The Nightsister

knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, hex, sap vitality,

wound

2nd level: affliction, darkshear, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, horror, improved dark side

tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: dominate mind, improved phasewalk, insanity,

siphon life

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

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On it's turn, the flesh raider berserker can enter a rage as a bonus action in combat. The rage lasts for 1 minute and can be used once per day, gaining the following abilities: - +2 damage on all melee attacks. - Resistance to kinetic damage.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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\"The IT-O's greatest tool is its reputation. Tell the suspect you have one, and show it waiting in the wings. This alone will often elicit a confession.\"

- Grand Inquisitor Torbin

Manufacturer
  • Imperial Department of Military Research
  • Imperial Security Bureau
ClassInterrogator droid (aka Torture droid)
Width0,3 meters
Mass10 kg
Sensor colorRed
Plating colorBlack

The IT-O was an interrogation droid designed by Imperial Security Bureau and employed by the Galactic Empire. Use of the IT-O was carefully controlled by ISB, though some models found their way into the hands of senior Moffs, military intelligence and even CompForce. They were also employed by Imperial Inquisitors and Stormtrooper garrison commanders.

Characteristics

\"I've heard whispers about these droids — torture devices invented by twisted Imperial minds. It is said that they can deliver unimaginable pain. Pain so intense that it has never been experienced before — worse than pain from any disease or wound known in the universe.\"

- Princess Leia Organa, prior to her first encounter with an IT-O Interrogator

It was a hovering droid similar in appearance to a remote, perhaps a third of a meter in diameter, with various attachments, deliberately frightening in appearance, used in torture. The droid was generally successful in getting information from prisoners using elaborate and scientific torture methods. First, it would inject the prisoner with a mentally disabling chemical that would decrease the pain threshold, while also forcing the subject to remain conscious. IT-O would do a read on the body, detecting the most sensitive areas like the genitals, joints, neck and many other less obvious body parts. Occasionally, the prisoner's vision may be obscured. A single torture session would usually last well over an hour. The droid had onboard systems to record the entire process, in case any information was lost in the screams of the prisoner. Its reputation was so feared that many prisoners began reciting their sins as soon as they saw an IT-O floating into their cell.

The IT-O's injection reservoirs could be filled with the latest drugs engineered by Imperial experts, such as Bavo Six and OV600. The droid could perform interrogation by itself or in conjunction with living questioners. It was designed with an emotionless personality to ask questions in flat monotone. When working with a living assistant the IT-O would often say nothing at all, thus making the prisoner fear and hate the droid, while viewing the living interrogator as a source of potential mercy.

Many Imperial Officers realized that the droid's fearsome reputation was so great that they would make good guard droids and so posted them at access points to sensitive areas of their bases and starships. This worked for all but the most determined opponent, as the droid would often cause the infiltrator to panic and run, usually straight into the arms of a stormtrooper.

History

\"And now, your highness, we will discuss the location of your hidden Rebel base.\"

- Darth Vader

One such droid was used by Darth Vader in his interrogation of Princess Leia Organa in 0 BBY. When Leia Organa underwent her mind probe, she was injected with a powerful mind-altering hallucinogen that made her very susceptible to suggestion. With mere words from Darth Vader, Leia imagined herself in unbearable pain, though she was not undergoing any physical harm whatsoever. Her uncanny fortitude prevented her from divulging any Alliance secrets during this torment. IT-O models also did guard duty within Detention Block AA-23, with Luke Skywalker encountering such a model while trying to rescue Leia.

IT-O models, along with Remotes and Arakyd Viper probe droids, were used heavily as guard droids in Moff Rebus's underground sewer lair, as well as the Imperial Detention Facility on Orinackra, the ISO Building on Imperial Center, the Executor, and the Arc Hammer.

Eventually, the IT-O model would be succeeded by the IT-3 Interrogator.

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The IT-O Unit doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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Ranged Weapon Attack +3, Range 15/60 ft., One target. Hit : 1 (1) kinetic damage plus 7 (2d6) poison damage.

On a hit, the target must succeed on a Con. saving throw (DC 12) or become stunned for one round.

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Average height1,2 ft
Average length1,5 ft
Average wingspan4,5 ft
Skin colorPinkish grey
Hair colorWhite and grey
Eye color
  • Green
  • Blue
  • Yellow
HomeworldNaboo

The Twirrl was a carnivorous, mammalian falconid species, native to Naboo.

The Twirrl preyed upon plain-dwelling avians, small rodents, and Naboo's four-legged waterfowl. It could also handle prey surpassing its own size by 10 percent. Their diet was supplemented by berries. Keen eyesight, precision flying, and extraordinary diving speed made them favorites for sporting and hunting parties. Twirrls were trained and used by Nabooian aristocracy for a recreational activity known as twirrling. It was known by experienced hunters not to keep Greysors and Twirrls together, even if both were domesticated.

Males staked out territories in the spring and mated with any willing females that passed through. They emitted shrill territorial and mating calls. Females gave birth once or twice a year and served as sole caretakers of the young. Typical litters were three to four young, with maturity occurring at approximately four months.

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If the twirrl is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 2 (1d4) damage to the target.

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The twirrl has advantage on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When the Jedi Master uses his action to cast a force power, he can make a greatsaber attack as a bonus action.

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The Jedi Master is a 14th level forcecaster it's forcecasting ability is Wisdom (force save DC 18, +10 to hit with force attacks, 56 force points). The Jedi Master

knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect,

shock, sonic charge, turbulance

1st level: force propel, phase strike, slow descent, tremor

2nd level: animate weapon, force throw, phase walk, rescue,

stun

3rd level: convulsion, force lightning, knight speed, sever

force, telekinetic storm

4th level: disable droid

5th level: mass animation, telekinesis,

6th level: eruption, force chain lightning, telekinetic burst

7th level: whirlwind

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When the Jedi Master fails a saving throw, he can choose to succeed instead.

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The Jedi Master can survive for one hour within the vacuum of space.

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Once per turn when the Jedi Knight rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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The Jedi can communicate telepathically with creatures within 30 feet of you. The Jedi must share a language with the target in order to communicate in this way.

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While wearing no armor and not wielding a shield, the Jedi Master adds his Wisdom modifier to AC.

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When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

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When the Jedi Master makes three greatsaber attacks or casts a force power and makes a greatsaber attack.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 12 (2d6+5) energy damage plus 9 (2d8) energy damage

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The Jedi Master emits bolts of yellow lightning from his finger tips in a 30 foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 48 (16d6) lightning damage on a failed save, or half as much on a successful one. On a fail the creature will be stunned into the end of the Jedi Master's next turn.

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The Jedi Master can move up to his speed without provoking opportunity attacks.

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The Jedi Master can cast an at-will force power

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The Jedi Master makes one greatsaber attack.

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The Jedi Master can cast a force power by spending a number of legendary actions equal to the power level.

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Riots were a form of civil disorder characterized by mass vandalism, violence, or other crime. They generally occurred as a culmination of some sort of popular grievance or dissent, usually dealing with poor living conditions, oppression, taxation, conflicts between species, races or religions, et cetera.

Such law enforcement organizations as the Coruscant Security Force, Coruscant Guard, Scout Soldiers, or the Corporate Sector Authority's Security Police were used to suppress rioters. They used a variety of non-lethal weapons and equipment, including the energy baton, the R-88 Suppressor riot rifle, the Taser stave, the Strikebreaker Riot Control Vehicle, and rolo-droids.

Historical riots

Old Republic era

Rise of the Empire era

Rebellion era

New Republic era

Legacy era

The internment of Corellians on Coruscant spurned a number of riots during the Second Galactic Civil War.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

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The swarm makes two improvised weapons attacks.

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\"It looks like some kind of primate. A veermok, or close to it. But they're native to Naboo, what's it doing here?\"

- Milo Graf

DesignationNon-sentient
ClassificationPrimate
Subspecies
  • Eriadu veermok
  • Woolly veermok
Average heightAbout twice the size of a human
Skin colorGray
Hair color
  • Dark brown
  • Dark gray
  • Black
Eye colorYellow
Distinctions
  • Jagged white claws
  • Sharp yellow teeth
  • Powerful forearms
Homeworld
Naboo
Habitat
  • Swamps
  • Woodland

Veermoks were a ferocious species of clawed and fanged primates native to the planet of Naboo. A distinct subspecies lived on Eriadu, in the Outer Rim Territories.

Biology and appearance

Veermoks were a non-sentient species of carnivorous primates that possessed a broad upper torso, long and powerful arms, but comparatively thin hind limbs. They had three-fingered paws tipped in jagged white claws, and a dog-like muzzle containing razor-sharp teeth. Their back and arms were covered in dark brown, woolly fur, but their lower anatomy was hairless. A single specimen had the strength of ten humans.

Behavior

\"Are they aggressive?\"

\"Very.\"

- Lina and Milo Graf

Living in swamps and moist woodlands, veermoks were arboreal creatures. They were also solitary creatures, spending a majority of their lives without others of their kind, and highly aggressive.

History

Veermoks evolved on Naboo, a bountiful planet situated in the Mid Rim region of the galaxy.

Veermoks in the galaxy

A very distinct subspecies lived on Eriadu, a world of the Outer Rim Territories that was practically galactic neighbors with Naboo. That subspecies differred from the more ordinary veermok both in appearance and social behavior.

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The veermok makes three attacks: one with its bite and two with its fists.

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Pelko bugs were small creatures that were covered in millions of microscopic barbs that delivered a paralytic, blistering toxin which could penetrate armor. They lived only beneath sands of the Valley of the Dark Lords on Korriban, and were attracted to Force-sensitives. They would stalk and swarm their prey in the darkness. The bug's attunement to the Force allowed them to determine if a creature was suitable prey, as Darth Bane found when exploring the Valley, in which they found he was too powerful and did not attack. The barbs were used in training sabers at the Sith Academy because of the toxin's effects, which mimicked the effects of losing a limb to a lightsaber.

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Melee Weapon Attack +9, Reach 0 ft., One target. Hit : 4 (2d4-1) kinetic damage.

The target must succeed on a DC 12 Constitution saving throw or take 2 poison damage and become paralyzed.

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ClassificationParasite
Average lengthApproximately 0,5 meters
Skin colorGreenish yellow
Homeworld

Geonosis

Brain worms were a species of parasitic worm from the planet Geonosis which were capable of entering the body of a host and taking control of it. During the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems, the Geonosian Queen Karina the Great used brain worms to control a host of undead Geonosians. After Republic forces defeated Karina and her minions, a brain worm managed to infect the clone trooper Scythe and used him to infect a number of other clones and the Jedi Padawan Barriss Offee onboard the Republic medical frigate TB-73. Jedi Padawan Ahsoka Tano was able to prevent the infection from spreading further by using extremely low temperatures to combat the worms, saving Offee and most of the troopers.

History

During the Second Battle of Geonosis, Queen Karina the Great used the worms within her dead minions in the Progate Temple to endlessly pursue the search party sent by the Republic to find Jedi Master Luminara Unduli. The search party was led by Anakin Skywalker and Obi-Wan Kenobi. Queen Karina intended to use them to control the Jedi, but didn't succeed in inserting them.

After the battle, a surviving worm hatched and crawled into one of the clone troopers of the Tango Company resting outside the Progate Temple. As the company headed to the medical frigate TB-73 going to the Ord Cestus medical station, the infected clone brought more eggs in his backpack and eventually infected the entire clone crew. The clones took control of the ship, attacking its other members, and proceeded to infect Barriss Offee. Ahsoka Tano ruptured the ship's coolant system, weakening the worms. Subsequently, Ahsoka and the infected Barriss dueled, but the cold finally got to the worm in Barriss, and Ahsoka killed it as it was crawling out. Barriss and all clone troopers aboard the ship besides Trap, the pilots, and two other clones were saved. Trap and the other two clones were killed by Barriss and Ahsoka in self-defense, and the pilots were killed by infected clone troopers Ox and Edge.

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The brain worm can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank force power.

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The brain worm makes one enter orifice attack and uses consume mind.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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The brain worm targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

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The brain worm initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the brain worm burrows into the target's brain and takes control of the target's body. While inside a creature, the brain worm has total cover against attacks and other effects originating outside its host. The brain worm retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Geonosian, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including force powers, tech powers, and languages. If the host body takes 20 points of cold damage in a single round, the brain worm must make a DC 15 Constitution saving throw using its own Constitution score, not the host's. On a failure, the brain worm leaves the body, slithering out to a space within 5 feetof the host. After exiting the host, it is paralyzed until the start of its next turn. If the host body dies, the brain worm must leave it. The brain worm is also forced out if the target regains its devoured brain by means of a master heal force power. By spending 5 feet of its movement, the brain worm can voluntarily leave the body, slithering out to the nearest unoccupied space within 5 feet of it.

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Once per turn when the Sith Warrior rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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While the Sith Warrior is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

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The Sith Warrior's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Sith Warrior is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith Warrior knows the following force powers:

At-will: saber reflect, shock, force push/pull, force disarm,

lightning charge

1st level: battle precognition, phase strike, hex

2nd level: dark shear, animate weapon, darkness, phase walk

3rd level: dark aura, knight speed, sever force, choke

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When the Sith Warrior uses his action to cast a force power, it can make one greatsaber attack as well.

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Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

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When the Sith Warrior makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage plus 7 (2d6) energy damage

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Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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Sith Blade Dancer can cast an at-will force power.

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.

Sith Blade Dancer makes one Doublesaber attack.

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\"There's always a bigger fish.\"

- Qui-Gon Jinn

DesignationNon-sentient
ClassificationMammalian
Average length160-200 meters
Average mass54.000 tons
Average lifespan100 years
Skin color

Tan

Eye ColorYellow
Distinctions
  • Sharp teeth
  • Nostril
  • Long body
Homeworld
Naboo
Habitat
Oceans and lakes
Diet

Carnivorous

Sando aqua monsters were enormous, muscular predators that could be found in the oceans and lakes of Naboo. Although they could grow up to 200 meters, they were rarely seen. Thanks to their sharp teeth, they were capable of biting through the strong armor of the opee sea killers.

Biology and appearance

Measuring between 160 and 200 meters in length, the sando aqua monsters owed their name to their gigantic size. Despite that, they managed to hide in their native oceanic depths. Sandos had heavily muscled bodies that looked almost feline, with strong limbs ending in finned claws that propelled them through the depths.

Their huge mouths allowed them to swallow most other creatures of the Abyss in a single gulp. Using their razor-sharp teeth, they were also the only predators capable of biting through the hard shells of the opee sea killers.

Their life-spans typically reached one hundred standard years.

Behavior

The sando aqua monsters were carnivores. In order to maintain their gigantic bodies, those voracious creatures needed to feed constantly, and they often devoured entire schools of fish.

History

The sando aqua monsters hailed from Naboo, a Mid Rim planet whose core comprised a network of underwater tunnels. Although the Gungans, the sentient amphibians native to Naboo, rarely encountered living specimens, there were reports of washed-up sando corpses on beaches. For most inhabitants of Naboo, the sando aqua monster was more of a terrifying myth than a reality.

In 32 BBY, a sando aqua monster attacked and killed an opee sea killer and a colo claw fish that were chasing a Gungan sub.

At some point during the reign of Queen Padmé Amidala, two poachers captured a baby sando aqua monster and hid it in the royal boathouse, prompting its mother to lay siege to the building. The Queen herself intervened, setting the young creature free so it could swim away with its genitrix.

Sando aqua monsters in the galaxy

Sabine Wren painted a stylized sando aqua monster on the Phantom's hull.

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The monster can breathe air and water.

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

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If the monster fails a saving throw, it can choose to succeed instead

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The monster's weapon attacks are considered enhanced.

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The monster does double damage on objects and structures.

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.

The monster uses its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can use its Swallow instead of its bite.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 21 (2d10+10) kinetic damage.

If the target is a creature it is grappled (escape DC 20). Until the grapple ends, the target is restrained, and the monster can't bite another target.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 17 (2d6+10) kinetic damage

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 19 (2d8+10) kinetic damage

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.

Each creature of the monster's choice within 120 feet of the monster and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effects ends for it, the creature is immune to the monster's Frightful Presence for 24 hours.

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.

The monster exhales a torrent of water in a 120 foot cone. Each creature in the area must make a DC 24 Dexterity saving throw, taking 42 (12d6) kinetic damage and 42 (12d6) cold damage on a failed save, or half as much on a successful one.

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.

The monster makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the monster, and it takes 42 (12d6) acid damage at the start of each of the monster's turns. If the monster takes 50 damage or more on a single turn from a creature inside it, the monster must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

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.

The monster makes a Wisdom (Perception) check.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 19 (2d8+10) kinetic damage.

The monster makes a tail attack.

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.

A creature must make a DC 21 Dexterity saving throw the first time on a turn that it enters the whirlpool or that the whirlpool enters its space, including when the whirlpool first appears. A creature takes 6d8 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 21 Strength saving throw or become restrained in the whirlpool until the power ends. When a creature starts its turn restrained by the whirlpool, the creature is pulled 5 feet deeper inside it, unless the creature is at the bottom. A restrained creature moves with the whirlpool and is submerged when the effect ends, unless the creature has some means to stay afloat. A restrained creature can use an action to make a DC 21 Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlpool and is hurled 3d6x10 feet away from it in a random direction. The whirlpool ends at the beginning of the monster's turn unless the monster used the Whirlpool legendary action to maintain the whirlpool. The monster creates a whirlpool in the water at a point within 30 feet that it can see. The whirlwind is a 10-foot-radius, 30-foot-deep cylinder centered on that point. On subsequent turns, the monster can use the Whirlpool legendary action to maintain and move the whirlpool up to 30 feet in any direction along the surface of the water. The whirlpool sucks up any medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000}]} -{"_id":"YoIKuH06yJ1SX7ri","name":"Hutt Wrestler","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"11","min":0,"formula":"natural armor"},"hp":{"value":126,"min":0,"max":126,"temp":0,"tempmax":0,"formula":"12d10+60"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":126,"min":0,"max":126},"bar2":{"value":11,"min":0,"max":0}},"details":{"biography":{"value":"

\"You can't take Her Royal Highness there! The Hutts are gangsters...\"

- Quarsh Panaka

DesignationSentient
Skin color

Black, blue, brown, gold, green, mottled brown, purple, tan, white (genetic defect), yellow

Eye colorBlue, gray, green, orange, turquoise, violet, yellow
Distinctions
  • 3 lungs
  • Slug-like
HomeworldNal Hutta
Language

Huttese

Hutts were a large slug-like sentient species who were native to the planet Nal Hutta. They were well known as galactic gangsters whose Grand Hutt Council controlled the Hutt Clan crime syndicate. One famous Hutt was the crime lord Jabba, who ruled a massive criminal empire from his palace on Tatooine.

Biology and appearance

Hutts were a massive slug-like species who had large mouths and stubby arms. They had three lungs. They were tough and muscular with thick leathery skin, which was wrinkled and slimy. Hutts often had watery eyes and slack facial expressions. Their tails were supported by a skeletal spine. Despite their legendary adult size, Hutts started out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries—Jabba was 604 when he was killed—and could grow to enormous sizes.

Hutts were not known for being healthy. Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

History

Pre–Clone Wars

For centuries, the Hutts dominated much of the organized criminal activities in the galaxy. They dominated the Twi'leks of Ryloth and the Nikto species for several centuries.

Clone Wars

During the Clone Wars, the Galactic Republic forged a tacit alliance with the crime lord Jabba Desilijic Tiure after the Jedi Anakin Skywalker and his Padawan Ahsoka Tano rescued his son Rotta. The Republic Senator Padmé Amidala also foiled a plot by Jabba's uncle Ziro to overthrow his nephew with the collusion of the Confederacy of Independent Systems.

Age of the Empire

The Hutts also had extensive dealings with the Galactic Empire and helped run several black-site prisons. During the Age of the Empire, the Hutts and other organized criminal groups exercised a powerful grip on the galaxy. Following the liberation of Akiva, the New Republic took steps to curtail the influence of the Hutts and other organized groups by introducing financial regulations and undertaking comprehensive patrols of the galactic shipping lanes. Still, the Hutts were able to exercise some influence over the Nikto species and their government.

Post–Galactic Civil War

\"The Hutts are in disarray.\"

- Rynscar

During the New Republic era, the Hutts lost much of their former power over the galactic underworld and were supplanted by Nikto crime cartels like Rinnrivin Di's cartel. The Hutts were disliked by both the Populists and the Centrists, the two main factions in the New Republic's Galactic Senate. Several Nikto like Rinnrivin admired Leia Organa for her role in killing Jabba and christened her \"Huttslayer.\"

Culture

Most Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.

Classical architectural Hutt style could be seen on the planet Mataou. It was characterized by terraced buildings with sloping gates, and white and red colors. Clothing was optional for Hutts, and some would use live Sha'rellian toops as hairpieces. Hutts liked to eat gorgs, slime pods and Klatooine paddy frogs, and were known to smoke hookah pipes. The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

","public":""},"alignment":"Unaligned","species":"","type":"humanoid","environment":"","cr":8,"powerLevel":0,"xp":{"value":3900},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["acid","poison"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","prone"],"custom":""},"senses":"passive Perception 10","languages":{"value":[],"custom":"Huttese, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":2,"ability":"cha","bonus":0,"mod":0,"passive":16,"prof":6,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","token":{"flags":{},"name":"Hutt Wrestler","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"YoIKuH06yJ1SX7ri","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":126,"max":126},"bar2":{"value":11,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWI3ODc2ZTA4ZWM4","flags":{},"name":"Physicality","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

The Hutt adds his Strength modifier instead of its Charisma modifier on Intimidation checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YmI5Zjk3MGVlNzcz","flags":{},"name":"Call the Guards","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"Y2M0Mjg1ZTg0NDU2","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Hutt makes two slam attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ODJjZDc4YmE1MjUx","flags":{},"name":"Slam","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage.

The target must succeed on a Dexterity saving throw (DC 16) or become grappled.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"M2M2NjJjYzE3ZTQx","flags":{},"name":"Tail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"OTRiZGRhNTNkYjk0","flags":{},"name":"Crush","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

.

The Hutt can crush an opponent grappled by the Hutt. A grappled creature must make a Strength saving throw (DC 16). On a failure, the creature takes 14 (2d8 + 5) kinetic damage and becomes restrained. A creature who is restrained by the Hutt has disadvantage on this saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MmRkYzczYmM4OTVj","flags":{},"name":"Overwhelming Presence","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

.

Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OWJiMjhjYjczYTRi","flags":{},"name":"Tech Casting (2 legendary actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

.

Hutt Crime Lord can cast an innate tech power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MDVmMmI5YzEyNWM0","flags":{},"name":"Hold-out","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage.

Hutt Crime Lord makes one hold-out blaster attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4-1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MDJiMDRhNDQ2NWEy","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

Hutt Crime Lord makes one tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000}]} -{"_id":"Z56Fc1gqpy1RFbKz","name":"Reek, Adolescent","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":45,"min":0,"max":45,"temp":0,"tempmax":0,"formula":"6d10+12"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":45,"min":0,"max":45},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"He could tear the horns off a reek with his bare hands.\"

- Han Solo on Grakkus Jahibakti Tingi

DesignationNon-sentient
Subspecies
  • Iridonian reek
  • Ithorian reek
  • Kashyyykian reek
Skin color

Mainly grey, with a secondary color decided by diet

Distinctions
  • One center horn
  • Two side horns
Homeworld
  • Ylesia
  • Codian Moon
HabitatGrassland
Diet
  • Herbivore
  • Omnivore (trained)

The reek was a large thick-skinned, horned, rhino-esque quadruped, native to Ylesia. Subspecies could be found on Iridonia, Kashyyyk and Ithor. They could also be found in ranches on the Codian Moon, Tatooine, and Saleucami.

Biology and appearance

Reeks were even-toed ungulates, herbivores by nature, but they were often fed meat for exhibition sport and executions. This turned their leathery skin crimson and made the reeks much more aggressive. Reeks were unable to survive on only meat, so they were given just enough plant matter to keep them healthy. This method was used by the Geonosians for their Execution Arena reeks. One in particular was about to execute Jedi Anakin Skywalker, but was briefly tamed by the Jedi with the help of the Force and was shot to death by Jango Fett. Yet another reek was tamed for General Grievous to ride on after his ship was shot down and crashed on the planet Saleucami.

All reeks, including subspecies, were normally brown in color and only changed depending on their diet.

Reeks were usually found in herds and resided in the mossy grasslands of Ylesia. They were very protective of their herds, fighting violently with intruders using their horns.

Subspecies

Reek were commonly exported to other worlds, causing them to adapt and become subspecies.

Iridonian reek

Another subspecies was the Iridonian reek. Reeks attracted the attention of the Zabrak when they developed interstellar travel. They saw reeks as excellent candidates for war mounts. Soon after, they were exported to Iridonia to be bred. Instead of giving them a meat diet, the Iridonian reeks were given a natural diet consisting of plant matter to keep them fierce and strong with natural vigor, and also turned a reek's skin gray. Adapted to Iridonia, their skin could resist sharp and blunt weapon attacks during battle. The Iridonian reek's horns were much sharper and longer than other reeks and were also decorated with tattoos similar to the tattoos a Zabrak was adorned with. Iridonian reeks were encouraged to fight for mates, making them less likely to buck or bolt in battle.

As the Zabrak advanced, the use of reeks in war declined. However, riding war mounts was still taught in most Iridonian military schools.

Ithorian reek

One subspecies, the Ithorian reek, was exported to Ithor. Their yellow skin color was attributed to their diet consisting of yellow flora and bafforr trees. They were used as plow animals by the Ithorians and were larger and stronger than those found on Ylesia. Their horns were also smaller because of the lack of hostility between reeks. Males and females were separated to reduce competition and to isolate mating periods.

The Ithorian reeks were wiped out during the Yuuzhan Vong War.

Kashyyykian reek

A highly uncommon subspecies was the Kashyyykian reek, also known as a ryyk to the Wookiees. The reeks on Kashyyyk died off as a majority due to the climate change and the predators, however, a select few did survive and then learned to thrive. The adaptations required to do so made the Kashyyykian reeks a much larger size than their cousins. Their horns became narrower, but longer and stronger, and there were one or two examples of the development of poisons beginning to be secreted at the tips.

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If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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\"We got a couple unruly rontos that could use a steady hand. Can you handle that?\"

- Cobb Vanth, to Malakili

DesignationNon-sentient
ClassificationSaurian
Average height4-6 meters
Average mass1.675 kilograms
Skin color
  • Brown
  • Dark Brown
Homeworld

Tatooine

HabitatDesert
Diet

Herbivore

Rontos were four-legged saurian herbivores native to the desert world of Tatooine. Skittish yet gentle and strong, they were the favored pack animals and mounts of the indigenous Jawas.

Biology and appearance

A ronto was a huge saurian of imposing size and appearance. Standing on four legs, rontos had small eyes, pointed ears, and beak-like mouths.

Although well-suited to desert environments such as their indigenous homeworld of Tatooine, rontos required a great deal of water to survive. They shed heat through their skin, and the flap-like folds framing their faces, which they extended to cover their eyes during sandstorms.

Behavior

Although possessing an imposing size and appearance, rontos were skittish and easily startled. Easily domesticated, rontos were utilized by the Jawas as beasts of burden to haul cargo to and from trading posts, as well as mounts. These animals were loyal to their masters, and were both gentle and strong.

Rontos in the galaxy

\"If you can help us with the rontos, maybe the Hutt, you've got a place at Freetown. How's that sound, friend?\"

- Cobb Vanth, to Malakili

Rontos were popular among the Jawas of Tatooine, and became the favored pack animal of the species, which domesticated them as mounts and beasts of burden to carry cargo between trading posts. These rontos were seen making routine journeys to and from the desert planet's settlements, swaying under the weight of cargo or Jawa passengers. Rontos were seen in Mos Espa and were a common sight in Mos Eisley, where many were ridden by the spaceport's citizens. On one occasion during Luke Skywalker and Obi-Wan Kenobi's trip to the city, a reckless rider startled a ronto into rearing up and unseating his Jawa passengers, leaving one dangling from the reigns.

Grakkus the Hutt kept a menagerie of beasts in his palace on Nar Shaddaa, holding a ronto among his caged creatures at the time of Luke Skywalker's encounter with the crime lord during the Galactic Civil War.

During the early months of the New Republic, Cobb Vanth and Issa-Or owned two unruly rontos which required the steady hand of a beastmaster, and offered the job to Malakili after saving the former rancor tamer from the Red Key Raiders. Malakili accepted in exchange for payment and a homestead in Freetown.

During the war between the First Order and the Resistance, ronto meat was used to make ronto wraps and Ronto Morning Wraps, a dish served at Ronto Roasters in Black Spire Outpost on the planet Batuu.

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If the Ronto moves at least 20 feet straight toward a creature and then hits it with a Ram attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Ronto can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One prone creature. Hit : 22 (3d10+6) kinetic damage.

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Clone trooper medics were clone troopers who were equipped to diagnose and treat wounded soldiers.

Clone trooper medics were specifically bred to treat their fellow clones who were injured. On Kamino, these clones were given specialized equipment and the Kaminoans instructed them on how to medically treat the clone body.

In the field, clone trooper medics wore standard armor with orange markings, notably orange circles on the shoulder armor and an orange stripe on the helmet. Clone trooper medics carried DC-15S blaster rifles and spare ammunition like other clones, as well as medical equipment. They usually carried two vibroscalpels, one laser scalpel, and two laser cauterizers. They also had a backpack that contained numerous bandages and bacta products. The medics would often be accompanied by an FX-3 medical droid to assist in diagnosing and treating injuries.

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The Field Medic is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks).

The Field Medic has 7 tech

points and knows the following powers:

At will: temporary boost, electroshock, assess the situation

1st level: expeditious retreat, kolto pack, flash

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 3 (1d4+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"NGVlYjhiOTcyOGM2","flags":{},"name":"Pistol Whip","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/309_-_Trooper_2C_Field_Medic/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} -{"_id":"ZVBAxTX382iaL4aO","name":"Flesh Raider Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":13,"min":0,"formula":""},"hp":{"value":32,"min":0,"max":32,"temp":0,"tempmax":0,"formula":"4d12+8"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"cha","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":11,"powerLevel":0,"bar1":{"value":32,"min":0,"max":32},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

","public":""},"alignment":"Unaligned","species":"","type":"aberration","environment":"","cr":2,"powerLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 17","languages":{"value":[],"custom":"Rakata, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","token":{"flags":{},"name":"Flesh Raider Apprentice","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ZVBAxTX382iaL4aO","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":32,"max":32},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDg3YzJiZmYyYTQ1","flags":{},"name":"Forcecasting.","type":"feat","img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","data":{"description":{"value":"

The Flesh Raider Apprentice is a 4th-level

forcecaster. Its forcecasting ability is Charisma (Power

save DC 12, +3 to hit with force attacks) and it has 13

force points. The Flesh Raider Apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward.

1st-level: curse, sap vitality.

2nd-level: drain vitality, force camouflage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YzUzMzM4ZDZlMmRk","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Flesh Raider Apprentice makes 2 Lightsaber Strikes.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDU1ZWZiYmY3ZmFk","flags":{},"name":"Lightsaber Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"ZDA4MTdmOTQwODkz","flags":{},"name":"Feasting Bite (1/long rest)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"AvNwcSXPBxs4patI","flags":{},"name":"Curse","type":"power","img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":10,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":140000},{"_id":"PpbCISJyiAqSrwx7","flags":{},"name":"Drain Vitality","type":"power","img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","data":{"description":{"value":"

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000},{"_id":"vwY8jOcWRSmut2Ee","flags":{},"name":"Force Camoflage","type":"power","img":"icons/svg/mystery-man.svg","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000},{"_id":"VfFmMyxEPcCocgCM","flags":{},"name":"Sap Vitality","type":"power","img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000}]} -{"_id":"ZlDF1axLzNckxec5","name":"**Jedi Knight, Focused Adept","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"18 with battle meditation"},"hp":{"value":131,"min":0,"max":131,"temp":0,"tempmax":0,"formula":"20d8+40"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":131,"min":0,"max":131},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi has advantage on saving throws against poison and disease.

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When the Jedi adept takes the attack action or casts the force power burst, it can make one melee weapon attack as a bonus action. This attack deals 8 (1d6+5) kinetic damage.

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When the Jedi adept uses its Kinetic Combat feature, it can spend 1 force point to manifest an additional effect. Choose one of the following:

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The Jedi adept can roll 1d6 and add it to its AC against one attack before the start of its next turn.

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The Jedi adept can deal an additional 1d6 to the target of its kinetic combat attack.

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The Jedi adept increases its speed by 5 x 1d6.

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When the Jedi adept deals damage to a target within 5 ft. of it, it can move up to 10 ft. without provoking opportunity attacks.

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Once per turn, when the Jedi adept deals damage to a target twice in the same turn, it can immediately make an additional attack against that target (no action required). This attack deals 8 (1d6+5) energy damage.

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The Jedi adept is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks, 20 force points).

The Jedi adept knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect, saber

ward

1st-level: battle precognition, cloud mind, heal, project,

sanctuary, sense emotion, sense force, slow descent

2nd-level: danger sense, animate weapon, force camouflage,

force sight

3rd-level: force repulse, sever force, knight speed

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jedi adept makes two lightfoil attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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\"I thought they smelled bad on the outside!\"

- Han Solo

DesignationNon-sentient
ClassificationLizard
Races
  • Climbing tauntaun
  • Giant tauntaun
  • Glacier tauntaun
  • Scaly tauntaun
Average height1,3 - 2 meters at the shoulder
Hair colorWhite
Homeworld
  • Hoth
  • Umbara
Habitat
Snowy plains
DietOmnivorous

Tauntauns (pronounced /tän'-tän/) were a species of omnivorous reptomammals who were indigenous to the icy planet of Hoth. Tauntauns were commonly used as pack animals during the Rebel Alliance's stay at Hoth. Tauntauns were also used as patrol mounts when it was learned that the Rebel Alliance's own vehicles could not cope with the very cold weather.

Anatomy

Tauntauns shared similar characteristics with kybucks, however were genetically different. They featured a mix of traditionally reptilian features, such as a lack of mammary glands and scaly skin. They had a layer of blubber under fur which ranged from gray to white and covered their bodies. They also have mammalian characteristics, as were also warm-blooded, and gave birth to live young; and in other ways, they can be also considered to be marsupials due to their appearance and mating process. Known subspecies included the glacier tauntaun, scaly tauntaun, climbing tauntaun, and the giant tauntaun (also referred to as the common tauntaun).

Tauntauns possessed numerous evolutionary adaptations to the bitter, cold environments of Hoth. Those adaptations included wide feet for running across icy surfaces, swiveling ears, thick blubber, chambered lungs, two pairs of nostrils, and a digestive system that excreted wastes as oils through skin pores, producing a distinctive odor. Their four nostrils served to warm inhaled air. Their larger pair were used to bring oxygen into the blood stream during physical exertion. When lying down to sleep, the larger pair sealed to keep snow out, and the second pair took over. A well-muscled tail extended a meter from their bodies to help maintain balance. They had clawed feet and hands to gain purchase on the ice. Their feet were also tridactyl, with splayed toes to act as natural snowshoes. The most important feature of tauntaun physiology was their unique blood mixture that was resistant to the tundra winds and kept their organs from freezing.

Despite these adaptations, tauntauns sought shelter at night to avoid the extreme nighttime temperatures of Hoth. When shelter was unavailable, they used their evolved ability to hibernate during low nighttime temperatures, maintaining a lukewarm internal temperature. Some tauntaun breeds actually froze to death if awakened after sundown. When not eating the fungus that grew beneath the frost layer or lichens found in glacial caves or valleys the omnivorous tauntauns were also known to eat ice scrabblers and Hoth hogs.

Tauntauns were matriarchal animals and lived in herds of twenty to thirty individuals. Horn-butting matches were common among both males and females who hoped to establish dominance. Tauntauns were able to give birth to two young at a time, which would occur twice within one Hoth year. Though they lacked mammary glands, tauntauns could regurgitate a form of \"milk\" produced in their crops.

They tended to be ill-tempered, a natural result of evolving in such an inhospitable environment. A peculiar form of \"attack\" among the females, and some of the males, during mating season was their spitting ability. Tauntauns would spit at each other's eyes, with surprising accuracy. While their smelly saliva was by no means deadly, it was quite inconvenient to have any liquid freeze near their eyes in Hoth's blizzards.

Predators

Tauntauns were the primary prey of the wampas. Besides their horns, natural camouflage, and their safety in numbers, tauntauns also relied on their ability to run 90 kilometers-per-hour to survive. The wampas got around this by ambushing their prey -- attempting to kill them before they could escape. The wampas would then drag the tauntauns to their caves and either eat them or hang their corpses upside down.

Domestication

If domesticated, tauntauns would require a grooming parlor to breed. Such a place would stink like the dirtiest imaginable kitchen to a sentient.

Although they were stubborn creatures, tauntauns made ideal patrol mounts for the Rebel Alliance's Echo Base in the absence of repulsorcraft, which were unreliable in Hoth's extremely cold climate. Personnel such as Corporal Vyn Rolado were responsible for taming the alpha female of a tauntaun pack, which allowed the Alliance to easily train the remainder of the pack. It was discovered that the ultrasonic frequencies given off by certain droid models irritated the mounts, and they would use their tail to swat any of those droids who happened to wander too close. Tauntauns were occasionally attacked by wampas in the ice caves of the rebel base.

The Hutt gangster Jabba Desilijic Tiure kept the head of a tauntaun as a trophy hanging on a wall in his throne room. Captain Ozzik Sturn also had a head of a tauntaun in his private quarters on Kashyyyk.

Some years after the Galactic Civil War had ended, tauntauns were exported from Hoth to the cold-climate regions of other worlds such as Coruscant. They were used as mounts, beasts of burden and tourist attractions. However, they longed for their old home and became surly and stubborn because of this homesickness.

Also by the time of the Second Galactic Civil War, small stuffed tauntauns were available as children's toys. The smooth, silky fur of the plush made it pleasant for young children to snuggle with. Jacen Solo had given one to his daughter Allana as a gift to make sure that she and her mother Tenel Ka were not the sacrifice he had to make to become a Sith Lord. The toy inspired her to want a real one from the Coruscant Livestock Exchange and Exhibition, but her grandfather Han Solo denied her due to his experience on Hoth, stating the creature's unpleasant smell.

The droid L9-G8 once made tauntaun chowder for the Prince of Tamboon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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\"I put my faith in diplomacy. We can't solve all of our problems by throwing troops at them.\"

- Republic Senator Padmé Amidala, during her mission to Rodia

Troopers, sometimes referred to as troops, were soldiers who served in a military force, such as that of the clone troopers of the Grand Army of the Republic, who were bred on Kamino, the stormtroopers of the Galactic Empire, elite troops deployed on the frontlines and stationed aboard installations such as Star Destroyers, the Alliance troopers of the Rebel Alliance, the stormtroopers of the First Order, and the Resistance Troopers of General Leia Organa's Resistance.

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The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium humanoid. The squad is immune to any power or effect that would alter its form.

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The squad can take one reaction each turn.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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The squad fires en masse at a point within 150 feet Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) kinetic damage, or 18 (4d8) kinetic damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

World Devastator

World Devastators, also known as World Smashers,\nWorld Sweepers, Planet Smashers, or City Eaters, are\ngigantic superweapons, successors of the Imperial\nLeviathan, with strong tractor beams attached to them\nthat can wreak havoc on planets. They were designed\nby Umak Leth and employed by the Galactic Empire\nunder the reborn Emperor Palpatine.\n

\n\t\t\t\t\t\t

A Devastator's primary tactic is to land on the\nsurface of a planet where its mighty tractor beam\nprojectors can literally tear the planet beneath it apart.\nThe deconstruction of the planet and its resources will\nthen be used for both fuel for the Devastator and for\nits massive foundries which churn out starships,\nstarfighters, and droids which may be sent into battle\nstraight from the assembly line. The internal factories\ncan create anything from a starfighter or speeder to a\nmedium-sized cruiser, given enough resources.\n

\n\t\t\t\t\t\t

Each World Devastator is controlled by a central\ndroid brain—sentient crewmembers are aboard to\noversee production and handle navigation or weapons\nsystems. The droid brain is responsible for creating the\nnew weapons of war, and is programmed with a massive store of ship types and parameters,
\nable to create a wide variety of vessels for any combat situation.\n

\n\t\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t

In addition, the factories can also focus on upgrading\nthe World Devastator itself; a portion of the raw\nmaterials created in the molecular furnace is set aside\nfor advancements to the main body. With these unique\ncustomizations, no two \"mature\" World Devastators\nare truly alike. Given sucient time and resources, a\nWorld Devastator can even manufacture more World\nDevastators.\n

\n\t\t\t\t\t\t

These machines' shields are so strong that even\nconcentrated turbolaser re cannot penetrate them,\nand most times any contact with another enemy ship\nresults in the consumption of that ship by the World\nDevastator. Newer, smaller Devastators carry their\nshield generators on their outer hull, which may be\nvulnerable to starfighter attack. 

\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The world devastator can produce medium size droids, which it can deploy using its Deploy Droids legendary action, or which can be fought by creatures inside of the world devastator.

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As a bonus action, the world devastator can send a shock wave through the ground in a 300- foot-radius circle centered on itself. That area becomes di\u0000cult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 26 Constitution saving throw or the creature's concentration is broken.

The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) kinetic damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

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The world devastator employs heavy shield generators, making it di\u0000cult for smaller arms to damage it. Unless the damage from a single attack or e\u0000ect exceeds 30 points, the world devastator takes no damage from that attack. If the world devastator takes an amount of damage from a single attack or e\u0000ect equal to or greater than its damage threshold, it takes damage as normal.

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The world devastator's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such eff\u0000ects that occur in its interior.

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If the world devastator fails a saving throw, it can choose to succeed instead.

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When the world devastator is reduced to zero hit points it explodes in a swath of atomic destruction. Each creature and object within 1 mile of the world devastator take 55 (10d10) kinetic damage, 55 (10d10) energy damage, and 55 (10d10) sonic damage. Each damage type can be reduced by half with a successful DC 18 saving throw: Dexterity vs. kinetic, Constitution vs. energy, and Wisdom vs. sonic. Additionally, a creature that fails two or three of the saving throws is aff\u0000ected by a tear in hyperspace and appears 5d100 miles away in a random direction.

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Creatures of Huge size or smaller can stand in the world devastator's space.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The world devastator makes three point- defense attacks.

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The world devastator chooses a point within 320 ft and lets loose a barrage of blaster \u0000fire from its point defense system. Each creature in a 15 ft. cube around that point must succeed on a DC 26 Dexterity saving throw, taking 26 (3d10+10) energy damage on a failed save, or half as much damage on a successful one.

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.

The world devastator makes one of the following blast attacks.

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.

The world devastator expels a 90-foot cube of powerful localized gravity, originating from the construct. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the \u0000rst time in a turn, including when the world devastator creates the \u0000eld, it must make a DC 26 Strength saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the \u0000eld. A restrained creature repeats the saving throw at the end of its turn. The \u0000eld persists until the world devastator’s blast attack recharges, and it can’t use gravitic beam consecutively.

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The world devastator expels plasma in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 55 (13d6+10) \u0000re damage and 55 (13d6+10) energy damage on a failed save, or half as much damage on a successful one.

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The world devastator expels rocky debris in a 90-foot cube. Each creature in that area must make a DC 26 Dexterity saving throw. A creature takes 71 (13d10) kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

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The world devastator manufactures a squad of droid troops. It deploys 1 B1- Battle Droid Squad. This squad appears in any unoccupied spaces within 10 ft. of the world devastator.

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The world devastator makes a Wisdom (Perception) check with advantage.

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The world devastator makes a single attack with its point-defense.

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The world devastator regains 52 (5d20) hit points.

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Average Height3 to 4 meters at shoulder
Skin ColorPurple
Distinctions
  • 4 legs
  • 4 long horns
  • 2 long, sensitive ears
  • protective, cartilaginous spines on back
  • shaggy fetlocks
  • thick neck 
Homeworld
Naboo
Habitat
Swamp
Diet
Herbivorous

The hrumphs were powerful, thick-necked herbivores native to the Gungan Swamps of the Mid Rim planet Naboo.

Description

Hrumphs received their name from the loud, deep, guttural sounds they produced. They had four long horns for defense and for the protection of their two long, sensitive ears. They were not choosy about their food, because they had a sharp beak for nipping tough xosha grass, which they knelt to reach, and the bark of hsuberry trees, tassler trees, and hydenock. Three to four meters long at the shoulders, hrumphs were quite large. Hrumphs had sparsely-haired hides and protective cartilaginous spines on their backs. They also had shaggy fetlocks to protect against nipping crustaceans.

Hrumphs were quite nearsighted and, with an irritable temperament, they never hesitated to charge. They were also good leapers, despite their bulk. Female hrumphs gave birth to one calf at a time. Herds defended young from predators like veermoks by encircling them and facing outward like a shield.

History

Hrumphs were also found on Aargonar and the Outer Rim planet where Darca Nyl met Samuel. They were used by the Gungans to populate Ohma-D'un as well. Like banthas, they would stand by cliffs to take advantage of the cool air wafting up from hidden caves. Using his knowledge of bantha behavior, A'Sharad Hett observed the hrumphs on Aargonar to find a cavern in which he and Anakin Skywalker could hide.

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If the hrumph moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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

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The jawa is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 12, +4 to hit with power attacks). The jawa has 6 tech points and knows the following powers: At will: electroshock, mending, on/off 1st level: oil slick, overload, repair droid.

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The jawa cowers pathetically to distract nearby foes. Until the end of its next turn, its allies gain advantage on attack rolls against any target within 10 feet of the jawa.

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The augmented wookiee berserker has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The augmented wookiee berserker's melee attacks deal +3 damage (included in the attack). Additionally, the augmented wookiee berserker has advantage on all Strength checks and saving throws as long as he is not incapacitated.

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The augmented wookiee berserker has advantage on Dexterity saving throws on effects that it can see, such as traps and powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZDMzY2Y3Njc2OTNh","flags":{"entityorder":{"order":208}},"name":"Feral Instinct","type":"feat","img":"systems/dnd5e/icons/skills/blue_29.jpg","data":{"description":{"value":"

The augmented wookiee berserker has advantage on initiative checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ODAwYTVkYzVlZTll","flags":{"entityorder":{"order":211}},"name":"Brutal Critical","type":"feat","img":"systems/dnd5e/icons/skills/red_12.jpg","data":{"description":{"value":"

The augmented wookiee berserker rolls two additional damage dice on a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzQxZDQ5NzY4ZDM2","flags":{"entityorder":{"order":202}},"name":"Relentless Rage","type":"feat","img":"systems/dnd5e/icons/skills/red_01.jpg","data":{"description":{"value":"

When the augmented wookiee berserker is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 when the augmented wookiee berserker finishes a short or long rest.

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Any creature within 5 feet of the augmented wookiee berserker that is hostile to it has disadvantage on attack rolls against creatures other than the augmented wookiee berserker or another creature with this ability.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

The augmented wookiee berserker makes three attacks with its unarmed strike.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 12 (1d8+8) kinetic damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"We have them on the run, sir… They're no match for droidekas.\"

Rune Haako, to Nute Gunray

ManufacturerColicoid Creation Nest
ClassBattle droid
CostOver 200 times that of a B1 battle droid
Height
1,83 meters
Mass75 kg
Sensor colorRed
Plating colorBronze

The droideka (a compound word combining the Basic word \"droid\" with the Colicoid suffix eka, meaning \"hireling\" or \"drone\"), also called the destroyer droid (destroyers for short), wheel droid, roller, or rollies in clone trooper slang, was a type of heavy battle droid used by the Trade Federation and the Confederacy of Independent Systems. It gained a reputation for deadliness over the course of the Clone Wars. Droid commanders such as General Grievous favored the droideka for its resilience and firepower, as well as the fear it could instill in even the most powerful Jedi. They were also used for executions. They were deployed in many battles over the course of the Clone Wars, such as Muunilinst, usually in moderate numbers due to their cost, and were also used as guards in various Confederate installations. Trade Federation and Confederate Navy also utilized droidekas as security droids aboard their ships. After the Clone Wars, remaining droidekas fell into the hands of a variety of factions such as smugglers and criminals.

Description

\"Droidekas are fast… very fast.\"

- Urai Fen

The droideka was designed by the carnivorous Colicoids of Colla IV, who were displeased by the limitations of Baktoid Combat Automata's basic B1 battle droids, and chiefly manufactured on their homeworld. The Trade Federation traded rare meats to the Colicoids as a way to ease bargaining with the ravenous insectoids, and were able to enjoy special rates on these normally very costly droids. So by cutting down the costs of these battle machines, the Confederacy of Independent Systems (CIS) was able to get shipments of them by the hundreds. Before the Federation's defeat following their Invasion of Naboo, these droids were usually slaved to a central control computer. This technique fell out of favor in the aftermath of said battle, however, and they later functioned independently like the B2 super battle droids did. Even before that time, the droidekas on Colla IV were not slaved to a central computer, this independence rendering them both much more expensive and much more lethal. What also made them unique to battle droids was that they could roll into position on the battlefield and act as a turret. Due to their construction and design, they were over 200 times the cost of a regular B1 battle droid.

They were more formidable than the Federation's more numerous battle droids for several reasons. They were able to transform into a \"wheel\" configuration, allowing rapid movement and compact storage. When they encountered their targets, each of the bronzium-armored droidekas would unfold into a tripodal weapons platform, armed with a set of two twin blaster cannons which could unleash a withering torrent of firepower, though some were equipped with a blade weapon on one of the arms, such as a buzzsaw or a vibroblade. Often, they were also equipped with deflector shield generators. These personal energy shields projected could endure much punishment, capable of deflecting or absorbing virtually any manner of energy or projectile fire up to the level of a light artillery bolt, as well as rebuffing lightsaber blades and physical attacks. The shields were powered by a starship-class fusion generator housed in a bulb at the junction of the droideka's legs. However, there was a weak point at the very top of the shield, a point where lightsabers would be able to penetrate. Many Jedi took advantage of this weak point, and it was the most commonly used method of dispatching them in the Clone Wars. Additionally, the effectiveness of these droids was bolstered by their lack of the usual requirement for photoreceptors; instead, droidekas utilized non-visual composite radiation sensors, less likely to be distracted by light-based effects.

Droideka dispensers were sometimes used to transport and deploy these droids even in the middle of intense combat zones, proving a serious nuisance to enemy troops.

History

Pre-Clone Wars

\"Master! Destroyers!\"

- Obi-Wan Kenobi, upon seeing a droideka aboard the Saak'ak

Droidekas were used before Naboo in the Trade Federation's attempt to annex Alaris Prime and expel the Wookiees attempting to colonize it, but the Wookiees, with the intervention of Jedi, were able to repulse the Trade Federation forces.

The Trade Federation utilized large numbers of droidekas during the Invasion of Naboo, where they proved highly effective against Naboo forces. They were used to great effect against two Jedi—Qui-Gon Jinn and Obi-Wan Kenobi—on the flagship Saak'ak, where just two of them forced the Jedi to flee. They were also used during the Battle of Grassy Plains, where they massacred Gungan warriors and were responsible for destroying the Fambaa shield generators. However, they were disabled when Anakin Skywalker took out the Droid Control Ship. After the crisis, the Galactic Republic obtained some droidekas from the reparations given to the Trade Federation, and used them onboard Outbound Flight as security enforcement, and would be obtained by the Vaagari by this way.

Clone Wars

After the Trade Federation joined the Confederacy of Independent Systems, droidekas became mass-produced in Separatist droid foundries and were a common element of the Confederacy armies. They were used in the initial Battle of Geonosis, where most of them were stored aboard core ships which were hence unavailable for the battle, although they were used heavily in the arena stage of the battle. Over the course of the war, they proved extremely effective against enemy clone troopers and Jedi Knights, with even Obi-Wan Kenobi bearing scars from them; they posed a challenge even to elite Republic soldiers such as Delta Squad, as proved aboard Prosecutor.

They were also sometimes used as bodyguards for high-ranking Separatist figures such as San Hill. However, they met their match in the JK-13, which was not brought into mass production as the Jedi feared it would be. Indeed, the mere presence of droidekas was enough to make Jedi or other enemy forces retreat or surrender. During the Battle of Cato Neimoidia near the end of the war, squads of droids pinned down a group lead by Anakin Skywalker and Obi-Wan Kenobi, and were only destroyed by an artillery strike.

An unusually large concentration of droidekas were used in the assault on Coruscant, where they were repulsed by Yoda. In the same battle, droidekas also formed part of the team that captured Anakin Skywalker and Kenobi aboard Invisible Hand, although the Jedi exploited a weakness in their shields during the firefight on the bridge.

Unarmed droidekas were used as shooting range targets as part of the training of clone sharpshooters.

At the end of the Clone Wars, the droidekas were de-activated after Darth Vader's execution of the Separatist Council under Emperor Palpatine's orders.

Aftermath

\"Yes, the so-called 'destroyer droids' used by the Trade Federation during the Clone Wars. The Empire has a stockpile of the droids and has reprogrammed them to guard various installations across the galaxy, including a research station and the mine here on Lok. The droidekas are programmed to attack anyone who shouldn't be there.\"

- Sergeant Moore

The remaining droidekas were purchased by the Corporate Sector and other organizations, such as the Galactic Empire. By the time of the Yuuzhan Vong War, a few system security forces still utilized droidekas. Droidekas were also used by colonies on undeveloped worlds in Wild Space as perimeter guards at night to guard against native predators. In 19 BBY, Droideka's were used by stormtroopers against Jedi Fy-tor Anna. Some fell into the hands of smugglers and criminals, and the Vagaari managed to obtain at least one unit. During the early years of the Galactic Empire, many droidekas were used by Gizor Dellso in the Battle of Mustafar. All were destroyed when the Empire bombarded the planet. One was repaired by Osaji Uhares during the Galactic Civil War. Around this time, six modified Droidekas were used as the leaders of security squads in Aucellis Park, an entertainment park that was located on the moon Keriba VI. In about 12 ABY, the renegade Jedi Dal Konur obtained some droidekas from a warehouse on Wayland and he deployed them on Bilbringi.

Tyber Zann and Urai Fen managed to capture an abandoned clone war era droid factory on Hypori from the automated security droids protecting it. A large Hutt Cartel force including Jabba Desilijic Tiure and Bossk (who was quickly bribed into defecting,) had set a trap for the two crime lords, but Urai was quickly able to reprogram the Destroyer Droid MKII security force to respond to Tyber, and managed to force Jabba to retreat. After taking Hypori Zann established many facilities devoted to the manufactore of the these droids to be used as heavy support units for the disruptor-armed infantry of the Zann Consortium.

Due to the strength of their blasters and their built-in shields, droidekas proved to be a serious threat to Jedi, especially when in groups. A few years before the Yuuzhan Vong War, Luke and Mara Jade Skywalker encountered a droideka aboard the remains of the Outbound Flight Dreadnaught-class cruisers. Even though it was decades old and not operating at its best, the two still had a difficult time defeating it. However, this version had some interesting additions, one of which was the ability to fire its blasters while in rolling configuration.

Design flaws

\"Data shows that the standard droideka was made with one design flaw: the shields must maintain a continual supply of energy, which may result in an overload if battered enough.\"

- TC-38

Despite being a formidable droid, the droideka had one major design flaw. Its shield was designed to enclose the droideka in a standing position, but if the droid was knocked on its side or against a wall, the shield had no way of distinguishing the wall or floor from a blaster bolt or lightsaber. This meant that the shield generator had to continue supplying energy to the shield, resulting in an overload, as demonstrated during the rescue on the Invisible Hand. The shorted-out shield generator would leave the droideka vulnerable. Also, in the rolling position, the droideka's shield could not be activated, leaving it vulnerable while rolling from place to place. This technique was demonstrated by Republic Commandos infiltrating a Separatist core ship during the Battle of Geonosis and later by Anakin Skywalker and his padawan during the Battle of Christophsis. Also their shields were substantially weaker behind the droid, making them relatively easy to take out from that position. They also apparently seemed to be vulnerable to Force techniques, as Obi-Wan Kenobi used several to knock out approaching droids (and even slow down General Grievous) on board the CIS superbattleship Malevolence.

Droideka shields were ineffective against slow rolling objects, such as thermal detonators which could be rolled in and detonated. This was taught to the Onderon rebels by Captain Rex during the Clone Wars. During the Ringo Vinda campaign they were manipulated by the force and taken down with shields up by an Electro Magnetic Pulse grenade. They also showed little, if any, ability to stop strong explosions as demonstrated when CC-5576-39 encountered them and targeted various barrels of rhydonium in order to destroy them. At the Geonosis arena they were destroyed by Low Altitude Assault Transports with little to no shield resistance.

Droidekas were known to have a hard time maneuvering on downward slopes and climbing up stairs. In their rolling configuration, they would have to go back quite a bit and then speed up, launching themselves up the stairs. They could also try to traverse stairs in walking configuration, although it was extremely hard for them to coordinate their three legs on stairs. In their standing position, they could not move very fast, forcing them to roll over long distances.

Additionally, there were limits when a droideka could fire at a target. If the target got very close to it, the droideka would miss its shots because its blaster arms were spread out. This also enabled an enemy to run around it while attacking.

Droideka series and variants

There were three known series of droidekas. They were outwardly similar; the differences were mostly internal. The first, the P-series droideka, was used in the Invasion of Naboo in 32 BBY. The W-series droideka was used in the Battle of Geonosis in 22 BBY. Later, the Q-series droideka was used aboard the Invisible Hand to capture and trap Jedi master Obi-Wan Kenobi and Jedi Knight Anakin Skywalker in 19 BBY.

Five known variants of droideka existed. The first was the grapple droideka, used around the time of the Invasion of Naboo. It was equipped with electronic grapples and was designed for melee combat, and lacked blasters. It also seemed to possess weaker shields than average.

A second variant was the Ultra Droideka. These were larger than standard droidekas and saw use during the Clone Wars.

A third, the droideka Mark II, saw action on the battlefields of the Galactic Civil War. This model had four stubby legs and an ion cannon, and was larger than the Separatist models. Since the plans for it were discovered on the old Separatist droid-producing world of Hypori, it may have been a dropped CIS project. It was employed by the Hutt Cartel briefly, then quite extensively by the Zann Consortium.

A fourth droideka variant was the K3-I Buzzer Droid used also during the Galactic Civil War. This variant was used on Station Gamma above Ord Mantell. It was weaker than an average droideka and lacked shields.

A fifth droideka was the sniper droideka, which was used by the CIS during the Clone Wars. It included a sniper rifle in its head, in addition to the rest of its weapons. The CIS deployed at least two sniper droideka during its invasion of Kiros.

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

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As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

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The destroyer droid adds 3 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

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The destroyer droid makes two weapon attacks.

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 11 (2d6+4) energy damage

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The destroyer droid sprays a 10-foot-cube area within normal range of its blaster cannons with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

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\"Once the katarn hunted us, and the highlands of the forest was theirs for a thousand generations. But their hunting did not destroy us. Nothing of this world is to be squandered, my son. The katarn gave the Wookiees its strength and courage, and allowed the Wookiees to find the rrakktorr. Now we repay them by returning the gift. Someday it will be their turn again.\"

- Chewbacca to Lumpawarrump

Homeworld
Kashyyyk
Diet

Carnivore

A katarn was a predatory quadruped reptomammal native to the planet Kashyyyk.

Overview

Katarns had slender bodies with rodent-like tails, and narrow faces leading back to a cartilaginous ridge protecting their neck and shoulders. Their paws had opposable digits, and their lower limbs were covered with sharp spurs, both of which allowed them to climb and hang from the branches of the giant wroshyr trees and feed on tree-burrowers.

Katarns were creatures of great importance in the Wookiees' culture. The Wookiees, who called the katarn the \"Old Prince\", hunted them in their hrrtayyk ceremony. Wookiees said the katarns were born by a wound to Kashyyyk that fell from the sky ages ago and made a home for the katarn. The katarns then hunted the Wookiees, thus unlocking the Wookiees' \"inner fire\". To thank the katarn, the Wookiees hunted them. They believed that someday it would be the katarn's turn to hunt the Wookiees again.

Katarns were ferocious and merciless predators which would track their prey for long periods before choosing an opportune moment to strike. They had been described as \"silent, shadowy, and deadly,\" qualities which made them the mascot of Judder Page's Katarn Commandos.

Some katarns were domesticated as the war-mounts of Wookiee dragon troopers. On another note, there was a small subspecies of katarn that populated the Shadowlands. These katarns had no climbing abilities, as evidenced by their four large trunk-like legs. They also had two small dangling manipulator arms. They had more rounded out edges than the main katarn species and two large tusks. The reformed Revan battled several of these in his second trip to find the Kashyyyk star map.

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If the katarn drops on a target from above and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 21 (6d6). If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the katarn misses, it takes half normal falling damage.

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The katarn has advantage on Wisdom (Perception) checks that rely on sight and smell.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage

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Melee Weapon Attack +5, Reach 15 ft., One target. Hit : 6 (1d8+2) kinetic damage

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase II Dark Trooper

The Phase II dark trooper was the second and main stage of the Dark Trooper Project.


Each droid was equipped with the external elements such as the suit, a jump pack, and an assault cannon capable of firing 400 plasma shells and 20 missiles before reloading. The Phase II dark trooper was intended to be used either as an artificially intelligent droid or exoskeleton—either way, it was extremely effective in battle.

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When the droid drops below half its hit points (65), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (65), the Phase II Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

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The Phase II Dark Trooper makes an underslung missile launcher attack and then can make three assault cannon attacks or an assault cannon barrage.

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Ranged Weapon Attack +6, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The Phase Two Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

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Ranged Weapon Attack +6, Range 240 ft., One target. Hit : 6 (1d6+3) kinetic damage.

Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 7 (2d6) kinetic damage on a failed save.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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On each of his turns, the Hunter can use a bonus action to Dash or Disengage.

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The Hunter has advantage on Wisdom (Perception) Checks.

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If The Hunter fails a saving throw, he can choose to succeed instead.

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The Hunter can roll his next ranged attack with advantage.

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The Hunter's ranged attacks ignore half-cover and three-quarters cover. He does not get disadvantage on his ranged weapon attack rolls while attacking at long range.

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If a melee attack misses the Hunter, he can use his reaction to make a rifle bash attack against that creature.

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The Hunter makes three blaster rifle attacks or three melee weapon attacks.

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Ranged Weapon Attack +11, Range 150/600 ft., One target. Hit : 17 (2d10+6) energy damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage.

The target must make a DC 18 Constitution saving throw or become dazed.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"Mzg2Y2Q1ZTJmZGQ5","flags":{},"name":"Fire Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage plus 10 (3d6) fire damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+6","kinetic"],["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"MDZmZDkxZjZhODcw","flags":{},"name":"Mini Grenades (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter flings a barrage of mini grenades at a point within 55 feet. Each creature within 15 ft. must make a DC 19 Dexterity saving throw. A creature takes 35 (10d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MzBjMzE1ODJjODUy","flags":{},"name":"Smoke Grenade (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The hunter throws a smoke grenade at a point within 55 feet. The smoke grenade spews a thick cloud of fog in a 15ft radius, lasting 10 rounds. When entering the fog or starting its turn there, a creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned, or half as much on a successful save and is not poisoned.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NzQ0OTNmNDc0NWMx","flags":{},"name":"Heavy Fire","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter makes one heavy blaster rifle attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NWY4NGExMWY1Mzg4","flags":{},"name":"Grenades (Costs 2 actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter can use either of his grenade attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZDhlMWNkZWFmYjM5","flags":{},"name":"Duck and Weave","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter moves up to its speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000}]} -{"_id":"bLyPeeiRHOy1P8oa","name":"Rakghoul, Hulking","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":4,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":15,"min":0,"formula":"natural armor"},"hp":{"value":120,"min":0,"max":120,"temp":0,"tempmax":0,"formula":"16d10+16"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":120,"min":0,"max":120},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

Rakghouls were a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Desiring an army to rule over and seeking a way to cheat death as so many other Sith before and after him did, Muur forged a talisman that he poured his spirit and power into, one that eventually came to be known as the Muur Talisman. Muur's talisman could turn almost any sentient being near him into a mindless rakghoul which he could control, but he found that there were exceptions: Force-sensitives and certain alien species could resist the talisman's effects. Thus, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread by a rakghoul's bite or a scratch from its claws, and that subjected the victim to a slower transformation into a rakghoul. Jealous and fearful of his power, Muur's Sith rivals killed him, and over time, the Muur Talisman came to reside on the Outer Rim world of Taris where the rakghoul plague ran rampant throughout the world's impoverished Undercity, creating vast numbers of rakghouls. The people of Taris would manage to put an end to the rakghoul presence on their world at some point prior to the year 19 BBY, and by the days of the Second Imperial Civil War, rakghouls were believed to be extinct.

However, with the Muur Talisman lay the ability to create new rakghouls, and the galaxy would see the return of the rakghoul when the oubliette belonging to the Sith Lord Remulus Dreypa was uncovered by Darth Vader, and the Jedi Knight Celeste Morne who had entombed herself and the talisman within for safekeeping nearly four thousand years prior, was revived. Morne battled Vader, but was no match for the skills of the Sith Lord and his stormtroopers, so she called upon the talisman's power to turn the stormtroopers into rakghouls; outnumbered, Darth Vader fled, stranding Morne on the desolate moon she had awakened on with only rakghouls and the spirit of Karness Muur for company. Several years later, Morne and the talisman would escape the moon aboard a Rebel Alliance shuttle, turning the crew of an orbiting Imperial-class Star Destroyer into rakghouls during her escape. Later, after her ship had been taken aboard a Pellaeon-class Star Destroyer, Morne turned the crew of the Iron Sun into subservient rakghouls with the power of the Muur Talisman. Morne and her rakghoul crew later came into contact with former Jedi Cade Skywalker, who convinced Morne to join him in his campaign against the current Dark Lord of the Sith, Darth Krayt, after curing the rakghoul plague he had been infected with using his unique healing ability. During their attack on Krayt's forces, Krayt was killed and Morne convinced Skywalker to end her life and her suffering under Karness Muur's constant psychic presence. Skywalker then destroyed the Muur Talisman as it attempted to bind itself to a new host, effectively putting an end to the primary source of rakghouls.

Origins

\"The rakghouls began as creations of Karness Muur's Sith magic, but scratches or bites spread the plague—even to Force users like you.\" 

- Celeste Morne to Cade Skywalker

In the wake of the Hundred-Year Darkness, waged between the Jedi Order and the Dark Jedi who sought to use the Force to alter and create life, and the Jedi's victory in the war's final battle on Corbos, the remaining Dark Jedi were taken into custody by Galactic Republic forces. These darksiders were stripped of their weapons and armor, and herded into unarmed transports that took them off-world and into the then unknown regions of the galaxy. These \"Exiles\", as they came to be known, landed on the primitive world of Korriban, home of the equally primitive Sith species; the former Jedi used their Force powers to amaze the Sith, who in turn elevated these outsiders to god-like status. Among this generation of the first \"Lords of the Sith\" was Karness Muur. Like many Sith, Muur desired a way to cheat the inevitability of death, and thus forged a Sith talisman that he poured his mind and spirit into, the Muur Talisman.[4] But Muur's amulet had a second purpose: the talisman could use Muur's Sith magic to transform any nearby sentient into a mindless rakghoul, subservient to Muur's will and with which Muur intended to form an infinitely expanding army that would allow him to conquer the galaxy. There were exceptions, however, as both Force-sensitive beings and beings from a number of certain non-Human species proved immune to the talisman's effects. To combat this flaw, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread from a rakghoul's bite or a scratch from its claws. The infected victim would then slowly mutate into a rakghoul within a timeframe spanning mere hours.

Muur's jealous Sith rivals would lead to his body's physical death,[4] though his spirit lived on with the talisman that over time, came to reside in the Undercity of the Outer Rim world of Taris, after its most recent owner had been crushed in a cave-in. Years passed as the rakghoul plague spread among the Undercity's Outcasts, transforming an untold number into mindless rakghouls that roamed the streets attacking any they came across.

Mandalorian Wars

\"These creatures…with a Jedi's mind, they can do anything, spread anywhere. Everywhere!\" - Celeste Morne

By the start of the Mandalorian Wars, rakghouls had become an ever-present danger in Taris' Undercity. When Jedi Padawan Zayne Carrick fled into the Undercity seeking to escape his Jedi Masters—who had killed their others students earlier that evening after receiving a vision in the Force that one would become the next Sith, and blamed Carrick for their murders after he managed to escape—the Jedi Masters of the Taris Jedi Council were forced to fight through mobs of rakghouls and outlaw Gamorreans during their pursuit of the Padawan.[6] After the Mandalorians conquered Taris, a Mandalorian scouting party and excavation team led by the Neo-Crusader scientist Pulsipher descended into Taris' Undercity where they located the Muur Talisman, claimed it for the Mandalorians, and took aboard Pulsipher's ship, the Mar'eyce. Unbeknown to Pulsipher or his warriors, Zayne Carrick, along with friend Marn \"Gryph\" Hierogryph and Jedi Covenant Shadow Celeste Morne, had stowed away aboard the Mar'eyce in an attempt to retake the talisman. When Pulsipher handled the talisman on board his ship, the Sith amulet attached itself to his arm, and afflicted Pulsipher's warriors with the rakghoul plague when they attempted to help their leader remove the talisman. Once the Mar'eyce landed at the Mandalorians' Ice Citadel on the frozen world of Jebble, these infected soldiers soon turned into rakghouls and began a series of events that led to more and more Mandalorians becoming infected upon being scratched and bitten.

To the surprise of Celeste Morne, these Mandalorian-spawned rakghouls—or \"Mando-Raks\" as one Neo-Crusader recruit deemed them—could use blaster weapons and were much more organized and apparently intelligent than previously witnessed. As the Mandalorians battled their rakghoul-turned comrades all across their Jebble base of operations, Zayne Carrick made contact with Mandalorian military commander Cassus Fett, bound for Jebble with Neo-Crusader transports. Carrick warned Fett of the rakghoul outbreak, and urged him not to land any ships for fear of the plague spreading further. Shortly after, Carrick was ambushed by a pair of rakghouls who dragged the Jedi to the laboratory of Pulsipher where the Mandalorian scientist, now realizing for himself the power the Muur Talisman possessed, demanded Carrick tell him how to unlock the relic's further powers over the rakghouls. In the presence of a Jedi, the talisman abandoned Pulsipher and the rakghouls he had previously commanded then slaughtered him. Before the talisman could bind itself to Carrick, however, Celeste Morne intervened and took the talisman onto herself. Using the Muur Talisman's power in conjunction with her own Force-sensitivity, Morne took control of the rakghoul horde. Over one million Mandalorian Neo-Crusaders had been turned into rakghouls, all now under the control of Morne. But with that power came the threat of dark side corruption from Karness Muur's spirit, and Morne chose to allow herself to be sealed away in the oubliette of the Sith Lord Remulus Dreypa, one of the Force-related items Pulsipher had collected in his Ice Citadel laboratory. With Morne sealed inside Dreypa's oubliette, the rakghouls lost their temporary intelligence and set upon each other, nearly killing Carrick and his companion, Gryph, as they fled the world aboard the Moomo Williwaw. Moments later, the Mandalorian fleet appeared over Jebble and, heading Carrick's earlier warning against the rakghouls, Cassus Fett ordered the orbital bombardment of Jebble via nuclear missiles. The rakghouls were wiped out, and the oubliette containing Morne and Karness Muur's talisman sunk beneath the water formed from Jebble's melted glaciers.

Jedi Civil War

Though the Muur Talisman, the original source of the rakghouls, was lost beneath the surface of Jebble, the rakghouls were not gone from the galaxy. Taris' Undercity remained infested with the creatures, and more were transformed regularly after being bitten and scratched by pre-existing rakghouls. By the time of the Jedi Civil War, it was estimated that up to 60 million beings on Taris had been infected, but because the plague was mostly confined to the Undercity and lower levels generally populated by the planet's criminal class, the Taris government made little effort to combat the disease. The Mandalorians were later driven from Taris by Republic forces under the Jedi Knights Revan and Malak, but in 3956 BBY Sith forces under the recently turned Darth Malak occupied Taris. With them came a serum that could heal those infected by the rakghoul plague who had yet to complete the transformation, but the Sith restricted access to the serum to those Sith troopers that were sent down into the Undercity.

An amnesiac Revan—his memory of his time as a Sith Lord after falling to the dark side removed by the Jedi Council—later found a vial of the curative serum on the body of a dead Sith trooper while on Taris, and used it to heal several Outcasts infected with the rakghoul plague before finally giving it to the Upper City doctor, Zelka Forn. Forn was able to use this sample to synthesize a mass-produced serum that he shipped to the Outcasts and sold at a low price to all Tarisians. Shortly afterwards, Taris was subjected to a devastating orbital bombardment by Darth Malak's Sith armada, killing an untold number of beings on the planet, including a significant number of rakghouls.

The Great Galactic Wars

During the Republic's efforts to rebuild Taris around the time of the first Great Galactic War, it was discovered that a number of rakghouls had survived the bombardment. Bands of these rakghouls roamed beyond the reaches of the Undercity and up to the surface, and reports claimed that some of the vicious creatures had evolved, displaying new powers.

The rakghouls would again reassert their infectious plague upon the galaxy with the help of a maddened scientist named, Sannus Lorrick. Spending years illegally experimenting on sentient species with gene-splicing and viral modification, the insane doctor would be stricken of his position as the Royal Science Advisor to the Tion Hegemony and exiled. Seeking revenge, Lorrick would find the rakghoul plague as his new subject of obsession in his secret lab on Ord Mantell. There he would modify the plague to his will, creating rakghoul abominations such as Project Savrak and sentients modified with the creatures' strength. Hiring a smuggler named Melarra to unknowingly transport one of his infected lab animals to the planet of Kaon, Sannus would finally get his revenge. The plague spread fast and wide, infecting 4 planets in the Hegemony and untold billions of people. Upon investigation, Republic and Imperial forces would find the cause of the plague, send a strike team to Lorrick's lab in the Lost Island and end the crisis.

Before Dr. Lorrick was defeated, the insane scientist would gift one his infected animals, a risp, to a smuggler named Zama Brak. The infected risp bit the smuggler, who was at the time traveling on the passenger liner called the Stardream, and start the plague on the cruise ship. Following the infection of the crew, the Stardream crashed on the planet Tatooine restarting a crisis of galactic proportion. The Sith Empire (Post–Great Hyperspace War) and the Galactic Republic would quarantine the planet and seek to contain the plague but would be met with disappointment when volunteers hoping to help in the efforts on the planet spread the virus further throughout the galaxy. Sometime during the plague, the CEO of Galactic Solutions Industries, Addalar Hyland's children were killed on the desert planet, which motivated the grieving father to create the Hyland Organization for Rakghoul Neutralization.

The disease would once again appear on the planet Alderaan where earlier reports indicated strange animal attacks, devoid of signs of Killik signatures, on patrolling soldiers. Addalar Hyland and THORN reacted quickly, using the retrofitted GSI weapon called the Spike, the organization was able to enter into the rakghoul tunnels to quell and study the deadly plague. Within the tunnels, THORN scientists discovered a new ecosystem that allowed the virus to flourish without the need to infect other creatures. Found in the rakghouls' DNA was a code that was similar to fungal species. This allowed the rakghouls to reproduce, first spawning as raklings and growing to more specialized subspecies such as the Eyeless and creatures that bred and harvested fungal matter.

Death and rebirth

\"And the Covenant? Was it successful?\"

\"I know nothing of a 'Covenant'…\"

\"Then what about the rakghouls?\"

\"Isolated on Taris and eventually wiped out…\"

- Celeste Morne and Fane Peturri, after Morne awoke from Dreypa's oubliette after four thousand years

Over time, the rakghouls were isolated on Taris and—possibly due in part to the serum Revan recovered—driven to extinction. But while the Muur Talisman remained, the threat of the rakghouls did as well. Approximately fourteen hundred years before the galaxy-spanning Clone Wars, ice miners discovered the oubliette of Dreypa beneath the surface of Jebble. A mystery to its finders, the oubliette became known as the \"Jebble Box\", and the inability to open it or scan what was inside bred numerous rumors as to its origins. Collectors bought and sold the box they believed to be an ancient Jedi treasure, and wars were even fought over the mysterious object. The Republic eventually fell to the machinations of the Sith Lord Darth Sidious, and was reorganized into the Galactic Empire, lorded over by the once Supreme Chancellor-turned-Galactic Emperor Palpatine, Sidious' public persona. By this time, the Jebble Box came into the possession of the crew of the Uhumele and they attempted to sell it to scholar and historian, Fane Peturri. Peturri was in league with Darth Vader, and Vader claimed the Jebble Box for himself during the proceedings, freeing the imprisoned Celeste Morne and with her, the spirit of Karness Muur. Upon learning Vader was a Sith, Morne attacked him, and the two engaged in a lightsaber duel on the desolate moon where she had awoken. Vader's skill was too great for Morne to fight alone and, faced with death and the possibility that once she was gone the talisman would attach itself to Vader, Morne was forced to tap into the talisman's power for herself, turning Vader's cadre of stormtroopers and Fane Peturri into rakghouls under her control. Outnumbered, Vader fled onto his shuttle. At the same time, the crew of the Uhumele were fleeing when Morne triggered the talisman's powers; Crys Taanzer, the only human member of the Uhumele's crew, transformed into a rakghoul and Captain Schurk-Heren was forced to end her life. Morne was abandoned on the desert moon where she had been revived, left with only the spirit of Karness Muur and the group of rakghouls she had spawned as company.

Breakout

\"What are these things? I've never seen anything like them!\"

\"Me neither. But figure it out after they're dead!\"

- Leia Organa and Han Solo, upon encountering rakghouls for the first time

Nearly twenty years later, Vader had not forgotten about Morne and in a mission to ascertain whether or not she still lived, he sent a company of heavily armed stormtroopers back to the deserted moon. Still very much alive, Morne used the Force to violently crash the Imperial shuttles on the moon's surface, and subsequently transformed their stormtrooper crew into rakghouls. With this knowledge, Vader turned to his spy, Wyl Tarson, with instructions to leak word of a secret Imperial weapon located on the moon, and ensure that it was noticed by members of the Alliance to Restore the Republic, a group of rebels that had been formed in the years since Vader had first confronted Morne as a force to oppose the oppressive Empire and restore the Republic that it had once been. Unable to resist an attempt to claim the Empire's weapon for themselves, several members of the \"Rebel Alliance\"—among them the likes of Princess Leia Organa, Luke Skywalker, Han Solo and his Wookiee companion Chewbacca, and the former clone trooper Able—undertook a mission of their own to the barren moon. Almost immediately upon touching down, the rebels were beset by the rakghoul horde, and several members were bitten and transformed into rakghouls themselves. A small number of the rebels escaped onto Han Solo's ship, the Millennium Falcon, while Skywalker was captured and taken to the cave where Morne had been living.

Convinced by the spirit of Karness Muur that the Jedi had abandoned her, Morne attacked Skywalker while Organa rushed to his aid. When Morne turned her lightsaber on Organa, the recently arrived Able opened fire in her defense, only to be turned into a rakghoul for his heroic efforts. Sensing the Force within both Skywalker and Organa, Muur dislodged his talisman from Morne and attempted to take a new, more maleable host. But Morne, coming to her senses, batted the talisman away from the two rebels and took the burden of the talisman back upon herself. As Morne turned her back on the two, Skywalker and Organa became the focus of Morne's legion of rakghouls, though the timely arrival of Solo and the Millennium Falcon allowed them to escape without injury. The rebels left behind the main shuttle they had used to reach the planet, and Morne decided to take it for herself; her numerous rakghouls followed her aboard and took their place as the new crew, lifting off and heading for orbit where an Imperial-class Star Destroyer awaited. Before the Imperial crew could attack the shuttle, Morne again tapped the powers of the Muur Talisman to transform those aboard into rakghouls and as she flew away into space, the Star Destroyer plummeted into the moon and exploded.

A guided weapon

\"This is ancient Sith alchemy, my lord. There is a holocron that speaks of creatures who caused a plague on ancient Taris…the festering wounds he suffered resembled the infectious bite of these 'rakghoul'. How strange. Rakghouls have been extinct for a millennia, yet one transformed Reave…\"

Darth Maladi

Once in possession of a ship, Morne found within herself a desire to explore the galaxy she had been away from for more than four thousand years. However, the desire was not her own, and in fact belonged to the spirit of Karness Muur; once Morne discovered this, she instead took her shuttle into the Deep Core with the intention of protecting the greater galaxy from the threat of Muur and the rakghouls. There she and her rakghouls would remain until 127 ABY, when her shuttle was taken aboard by the Pellaeon-class Star Destroyer, the Iron Sun. Morne believed that the Imperial ship that had captured her served the same Sith-led Empire that Darth Vader had served, and used the Muur Talisman's power to transform the entire crew of the Iron Sun into rakghouls. Over the next ten years, food on the Iron Sun ran out, and the rakghouls began to fight and cannibalize each other in order to survive.

In 137 ABY, the Iron Sun and its rakghoul crew captured another ship, the Mynock, owned by the former Jedi apprentice and Luke Skywalker's descendant, Cade Skywalker. Skywalker and his companions—Deliah Blue, Jariah Syn, along with Jedi Knights Shado Vao and Wolf Sazen, and the Imperial Knights Antares Draco, Ganner Krieg, and Azlyn Rae—began to explore the seemingly abandoned Star Destroyer, only to find the bones of dead rakghouls before being attacked by a group of still-living rakghouls. Morne was able to reassert control over the creatures and halt their attack, but not before Skywalker and Rae were infected with the rakghoul plague. Morne isolated the two from the others and informed them of their unfortunate status as victims of the rakghoul plague, promising quick deaths to Skywalker and Rae both once the transformation took hold. But Skywalker refused to accept his fate, and upon learning that the rakghoul plague was a disease created by but separate from the Force, he used his radical healing ability to cure himself and Rae, much to Morne's surprise.

Impressed by Skywalker's power, Morne vowed to aid him and his companions in their mission to kill the current Dark Lord of the Sith, Darth Krayt, and together they struck at the Imperial base on Had Abbadon. There, they engaged the Devaronian Sith Lord Darth Reave; Morne transformed Reave's stormtroopers into rakghouls that quickly turned upon their former master, and even Reave's dual lightsabers couldn't save him from being scratched before he managed to flee. Reave rushed back to the Temple of the Sith on Coruscant where he informed Darth Krayt and his Sith allies about Skywalker's presence on Had Abbadon before succumbing to the rakghoul plague, transforming into a rakghoul, and attacking Krayt. The rakghoul that had once been Reave was slain by Krayt's Hand, Darth Stryfe, and its body was looked over by the Sith scientist, Darth Maladi, who was surprised to see a rakghoul when they were believed to be extinct. A message from Celeste Morne, acting as Karness Muur and pretending to have Skywalker as her hostage, drew the Sith to Had Abbadon where they were ambushed: in addition to Skywalker, the Jedi, and the Imperial Knights, Krayt and his Sith were attacked by groups of Morne's rakghouls. The rakghouls would even defend Morne from the attack of Antares Draco, when he attempted to kill her and take the Muur Talisman for Emperor Roan Fel. The rakghouls were beaten back in large numbers by both Draco and the Sith, falling to Sith lightning and deadly lightsaber strikes, but Krayt himself was mortally wounded in a combined attack from Azlyn Rae and a Karness Muur-guided Morne. With Krayt down and the other Sith falling to the strike team, Morne turned to Skywalker with a plea to end her life before she fell completely under the sway of Muur's spirit. Skywalker acquiesced, and mercifully killed Morne with his lightsaber; with Morne dead, Muur's talisman attempted to bind itself to Skywalker, but Skywalker refused the temptation of the power Muur offered him, instead destroying the talisman with the Force, and seemingly driving the rakghouls back toward extinction.

Characteristics

\"How can they use speeders and weapons? The rakghouls on Taris are mindless!\"

\"I know the truth now, Zayne. The plague carves out and discards the targets personality—but the being's learned skills remain, waiting to be activated. So, while raks on their own serve only their hunger, the wielder of the talisman can draw upon what they were.\"

- Zayne Carrick and Celeste Morne

Hideous and possessing an appetite for flesh, Rakghouls were non-sentient, and were most commonly simple and animalistic in their behavior, with some even referring to the creatures as \"mindless\". These feral rakghouls, known also as \"lower rakghouls\", were slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looked or smelled like potential food. Though they were not a creature that held to any form of heirarchy, certain rakghouls, known to some as \"rakghoul fiends\", exhibited a manner of influence over their \"lower\" rakghoul brethren. Hardy and vicious, these rakghouls were generally believed to somehow maintain bits of their former intelligence, and would direct other rakghouls to trap and ambush prey; it was even rumored that these rakghouls could use weapons.

Rakghouls only truly reached their full potential, however, when under the power of the Muur Talisman. When a being possessed the Muur Talisman, they were able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls became more demure, and were able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities could not be restored, as all that remained in the rakghouls was an imprint of who they had once been.

The rakghoul plague

\"You said the rakghouls were caused by a plague—do you mean a disease?\"

\"Magic is the vector, but a rakghoul bite or scratch carries a disease, like a virus. It doesn't matter. There is no cure.\"

- Cade Skywalker and Celeste Morne, on the nature of the rakghoul plague.

Rakghouls were a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. But the talisman's powers did not work on all: Force-users and certain non-Human species were immune to the talisman's effects. To rectify this, Muur engineered the \"rakghoul plague\", a virus-like disease which could be spread from a rakghoul's bite or scratch. Individuals infected with this disease would later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The bodywide mutation manifested as the body would become twisted, skin pigmentation would drain and the victim would attain a whitened corpse-like state. Victims would also bleed from pores in the skin, and from places such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation laid in death.

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Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

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If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

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The rakghoul makes two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The employee is a 4th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 16 tech points.

The

employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary

boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 4 (1d6+1) energy damage

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Rakghouls were a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Desiring an army to rule over and seeking a way to cheat death as so many other Sith before and after him did, Muur forged a talisman that he poured his spirit and power into, one that eventually came to be known as the Muur Talisman. Muur's talisman could turn almost any sentient being near him into a mindless rakghoul which he could control, but he found that there were exceptions: Force-sensitives and certain alien species could resist the talisman's effects. Thus, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread by a rakghoul's bite or a scratch from its claws, and that subjected the victim to a slower transformation into a rakghoul. Jealous and fearful of his power, Muur's Sith rivals killed him, and over time, the Muur Talisman came to reside on the Outer Rim world of Taris where the rakghoul plague ran rampant throughout the world's impoverished Undercity, creating vast numbers of rakghouls. The people of Taris would manage to put an end to the rakghoul presence on their world at some point prior to the year 19 BBY, and by the days of the Second Imperial Civil War, rakghouls were believed to be extinct.

However, with the Muur Talisman lay the ability to create new rakghouls, and the galaxy would see the return of the rakghoul when the oubliette belonging to the Sith Lord Remulus Dreypa was uncovered by Darth Vader, and the Jedi Knight Celeste Morne who had entombed herself and the talisman within for safekeeping nearly four thousand years prior, was revived. Morne battled Vader, but was no match for the skills of the Sith Lord and his stormtroopers, so she called upon the talisman's power to turn the stormtroopers into rakghouls; outnumbered, Darth Vader fled, stranding Morne on the desolate moon she had awakened on with only rakghouls and the spirit of Karness Muur for company. Several years later, Morne and the talisman would escape the moon aboard a Rebel Alliance shuttle, turning the crew of an orbiting Imperial-class Star Destroyer into rakghouls during her escape. Later, after her ship had been taken aboard a Pellaeon-class Star Destroyer, Morne turned the crew of the Iron Sun into subservient rakghouls with the power of the Muur Talisman. Morne and her rakghoul crew later came into contact with former Jedi Cade Skywalker, who convinced Morne to join him in his campaign against the current Dark Lord of the Sith, Darth Krayt, after curing the rakghoul plague he had been infected with using his unique healing ability. During their attack on Krayt's forces, Krayt was killed and Morne convinced Skywalker to end her life and her suffering under Karness Muur's constant psychic presence. Skywalker then destroyed the Muur Talisman as it attempted to bind itself to a new host, effectively putting an end to the primary source of rakghouls.

Origins

\"The rakghouls began as creations of Karness Muur's Sith magic, but scratches or bites spread the plague—even to Force users like you.\" 

- Celeste Morne to Cade Skywalker

In the wake of the Hundred-Year Darkness, waged between the Jedi Order and the Dark Jedi who sought to use the Force to alter and create life, and the Jedi's victory in the war's final battle on Corbos, the remaining Dark Jedi were taken into custody by Galactic Republic forces. These darksiders were stripped of their weapons and armor, and herded into unarmed transports that took them off-world and into the then unknown regions of the galaxy. These \"Exiles\", as they came to be known, landed on the primitive world of Korriban, home of the equally primitive Sith species; the former Jedi used their Force powers to amaze the Sith, who in turn elevated these outsiders to god-like status. Among this generation of the first \"Lords of the Sith\" was Karness Muur. Like many Sith, Muur desired a way to cheat the inevitability of death, and thus forged a Sith talisman that he poured his mind and spirit into, the Muur Talisman.[4] But Muur's amulet had a second purpose: the talisman could use Muur's Sith magic to transform any nearby sentient into a mindless rakghoul, subservient to Muur's will and with which Muur intended to form an infinitely expanding army that would allow him to conquer the galaxy. There were exceptions, however, as both Force-sensitive beings and beings from a number of certain non-Human species proved immune to the talisman's effects. To combat this flaw, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread from a rakghoul's bite or a scratch from its claws. The infected victim would then slowly mutate into a rakghoul within a timeframe spanning mere hours.

Muur's jealous Sith rivals would lead to his body's physical death,[4] though his spirit lived on with the talisman that over time, came to reside in the Undercity of the Outer Rim world of Taris, after its most recent owner had been crushed in a cave-in. Years passed as the rakghoul plague spread among the Undercity's Outcasts, transforming an untold number into mindless rakghouls that roamed the streets attacking any they came across.

Mandalorian Wars

\"These creatures…with a Jedi's mind, they can do anything, spread anywhere. Everywhere!\" - Celeste Morne

By the start of the Mandalorian Wars, rakghouls had become an ever-present danger in Taris' Undercity. When Jedi Padawan Zayne Carrick fled into the Undercity seeking to escape his Jedi Masters—who had killed their others students earlier that evening after receiving a vision in the Force that one would become the next Sith, and blamed Carrick for their murders after he managed to escape—the Jedi Masters of the Taris Jedi Council were forced to fight through mobs of rakghouls and outlaw Gamorreans during their pursuit of the Padawan.[6] After the Mandalorians conquered Taris, a Mandalorian scouting party and excavation team led by the Neo-Crusader scientist Pulsipher descended into Taris' Undercity where they located the Muur Talisman, claimed it for the Mandalorians, and took aboard Pulsipher's ship, the Mar'eyce. Unbeknown to Pulsipher or his warriors, Zayne Carrick, along with friend Marn \"Gryph\" Hierogryph and Jedi Covenant Shadow Celeste Morne, had stowed away aboard the Mar'eyce in an attempt to retake the talisman. When Pulsipher handled the talisman on board his ship, the Sith amulet attached itself to his arm, and afflicted Pulsipher's warriors with the rakghoul plague when they attempted to help their leader remove the talisman. Once the Mar'eyce landed at the Mandalorians' Ice Citadel on the frozen world of Jebble, these infected soldiers soon turned into rakghouls and began a series of events that led to more and more Mandalorians becoming infected upon being scratched and bitten.

To the surprise of Celeste Morne, these Mandalorian-spawned rakghouls—or \"Mando-Raks\" as one Neo-Crusader recruit deemed them—could use blaster weapons and were much more organized and apparently intelligent than previously witnessed. As the Mandalorians battled their rakghoul-turned comrades all across their Jebble base of operations, Zayne Carrick made contact with Mandalorian military commander Cassus Fett, bound for Jebble with Neo-Crusader transports. Carrick warned Fett of the rakghoul outbreak, and urged him not to land any ships for fear of the plague spreading further. Shortly after, Carrick was ambushed by a pair of rakghouls who dragged the Jedi to the laboratory of Pulsipher where the Mandalorian scientist, now realizing for himself the power the Muur Talisman possessed, demanded Carrick tell him how to unlock the relic's further powers over the rakghouls. In the presence of a Jedi, the talisman abandoned Pulsipher and the rakghouls he had previously commanded then slaughtered him. Before the talisman could bind itself to Carrick, however, Celeste Morne intervened and took the talisman onto herself. Using the Muur Talisman's power in conjunction with her own Force-sensitivity, Morne took control of the rakghoul horde. Over one million Mandalorian Neo-Crusaders had been turned into rakghouls, all now under the control of Morne. But with that power came the threat of dark side corruption from Karness Muur's spirit, and Morne chose to allow herself to be sealed away in the oubliette of the Sith Lord Remulus Dreypa, one of the Force-related items Pulsipher had collected in his Ice Citadel laboratory. With Morne sealed inside Dreypa's oubliette, the rakghouls lost their temporary intelligence and set upon each other, nearly killing Carrick and his companion, Gryph, as they fled the world aboard the Moomo Williwaw. Moments later, the Mandalorian fleet appeared over Jebble and, heading Carrick's earlier warning against the rakghouls, Cassus Fett ordered the orbital bombardment of Jebble via nuclear missiles. The rakghouls were wiped out, and the oubliette containing Morne and Karness Muur's talisman sunk beneath the water formed from Jebble's melted glaciers.

Jedi Civil War

Though the Muur Talisman, the original source of the rakghouls, was lost beneath the surface of Jebble, the rakghouls were not gone from the galaxy. Taris' Undercity remained infested with the creatures, and more were transformed regularly after being bitten and scratched by pre-existing rakghouls. By the time of the Jedi Civil War, it was estimated that up to 60 million beings on Taris had been infected, but because the plague was mostly confined to the Undercity and lower levels generally populated by the planet's criminal class, the Taris government made little effort to combat the disease. The Mandalorians were later driven from Taris by Republic forces under the Jedi Knights Revan and Malak, but in 3956 BBY Sith forces under the recently turned Darth Malak occupied Taris. With them came a serum that could heal those infected by the rakghoul plague who had yet to complete the transformation, but the Sith restricted access to the serum to those Sith troopers that were sent down into the Undercity.

An amnesiac Revan—his memory of his time as a Sith Lord after falling to the dark side removed by the Jedi Council—later found a vial of the curative serum on the body of a dead Sith trooper while on Taris, and used it to heal several Outcasts infected with the rakghoul plague before finally giving it to the Upper City doctor, Zelka Forn. Forn was able to use this sample to synthesize a mass-produced serum that he shipped to the Outcasts and sold at a low price to all Tarisians. Shortly afterwards, Taris was subjected to a devastating orbital bombardment by Darth Malak's Sith armada, killing an untold number of beings on the planet, including a significant number of rakghouls.

The Great Galactic Wars

During the Republic's efforts to rebuild Taris around the time of the first Great Galactic War, it was discovered that a number of rakghouls had survived the bombardment. Bands of these rakghouls roamed beyond the reaches of the Undercity and up to the surface, and reports claimed that some of the vicious creatures had evolved, displaying new powers.

The rakghouls would again reassert their infectious plague upon the galaxy with the help of a maddened scientist named, Sannus Lorrick. Spending years illegally experimenting on sentient species with gene-splicing and viral modification, the insane doctor would be stricken of his position as the Royal Science Advisor to the Tion Hegemony and exiled. Seeking revenge, Lorrick would find the rakghoul plague as his new subject of obsession in his secret lab on Ord Mantell. There he would modify the plague to his will, creating rakghoul abominations such as Project Savrak and sentients modified with the creatures' strength. Hiring a smuggler named Melarra to unknowingly transport one of his infected lab animals to the planet of Kaon, Sannus would finally get his revenge. The plague spread fast and wide, infecting 4 planets in the Hegemony and untold billions of people. Upon investigation, Republic and Imperial forces would find the cause of the plague, send a strike team to Lorrick's lab in the Lost Island and end the crisis.

Before Dr. Lorrick was defeated, the insane scientist would gift one his infected animals, a risp, to a smuggler named Zama Brak. The infected risp bit the smuggler, who was at the time traveling on the passenger liner called the Stardream, and start the plague on the cruise ship. Following the infection of the crew, the Stardream crashed on the planet Tatooine restarting a crisis of galactic proportion. The Sith Empire (Post–Great Hyperspace War) and the Galactic Republic would quarantine the planet and seek to contain the plague but would be met with disappointment when volunteers hoping to help in the efforts on the planet spread the virus further throughout the galaxy. Sometime during the plague, the CEO of Galactic Solutions Industries, Addalar Hyland's children were killed on the desert planet, which motivated the grieving father to create the Hyland Organization for Rakghoul Neutralization.

The disease would once again appear on the planet Alderaan where earlier reports indicated strange animal attacks, devoid of signs of Killik signatures, on patrolling soldiers. Addalar Hyland and THORN reacted quickly, using the retrofitted GSI weapon called the Spike, the organization was able to enter into the rakghoul tunnels to quell and study the deadly plague. Within the tunnels, THORN scientists discovered a new ecosystem that allowed the virus to flourish without the need to infect other creatures. Found in the rakghouls' DNA was a code that was similar to fungal species. This allowed the rakghouls to reproduce, first spawning as raklings and growing to more specialized subspecies such as the Eyeless and creatures that bred and harvested fungal matter.

Death and rebirth

\"And the Covenant? Was it successful?\"

\"I know nothing of a 'Covenant'…\"

\"Then what about the rakghouls?\"

\"Isolated on Taris and eventually wiped out…\"

- Celeste Morne and Fane Peturri, after Morne awoke from Dreypa's oubliette after four thousand years

Over time, the rakghouls were isolated on Taris and—possibly due in part to the serum Revan recovered—driven to extinction. But while the Muur Talisman remained, the threat of the rakghouls did as well. Approximately fourteen hundred years before the galaxy-spanning Clone Wars, ice miners discovered the oubliette of Dreypa beneath the surface of Jebble. A mystery to its finders, the oubliette became known as the \"Jebble Box\", and the inability to open it or scan what was inside bred numerous rumors as to its origins. Collectors bought and sold the box they believed to be an ancient Jedi treasure, and wars were even fought over the mysterious object. The Republic eventually fell to the machinations of the Sith Lord Darth Sidious, and was reorganized into the Galactic Empire, lorded over by the once Supreme Chancellor-turned-Galactic Emperor Palpatine, Sidious' public persona. By this time, the Jebble Box came into the possession of the crew of the Uhumele and they attempted to sell it to scholar and historian, Fane Peturri. Peturri was in league with Darth Vader, and Vader claimed the Jebble Box for himself during the proceedings, freeing the imprisoned Celeste Morne and with her, the spirit of Karness Muur. Upon learning Vader was a Sith, Morne attacked him, and the two engaged in a lightsaber duel on the desolate moon where she had awoken. Vader's skill was too great for Morne to fight alone and, faced with death and the possibility that once she was gone the talisman would attach itself to Vader, Morne was forced to tap into the talisman's power for herself, turning Vader's cadre of stormtroopers and Fane Peturri into rakghouls under her control. Outnumbered, Vader fled onto his shuttle. At the same time, the crew of the Uhumele were fleeing when Morne triggered the talisman's powers; Crys Taanzer, the only human member of the Uhumele's crew, transformed into a rakghoul and Captain Schurk-Heren was forced to end her life. Morne was abandoned on the desert moon where she had been revived, left with only the spirit of Karness Muur and the group of rakghouls she had spawned as company.

Breakout

\"What are these things? I've never seen anything like them!\"

\"Me neither. But figure it out after they're dead!\"

- Leia Organa and Han Solo, upon encountering rakghouls for the first time

Nearly twenty years later, Vader had not forgotten about Morne and in a mission to ascertain whether or not she still lived, he sent a company of heavily armed stormtroopers back to the deserted moon. Still very much alive, Morne used the Force to violently crash the Imperial shuttles on the moon's surface, and subsequently transformed their stormtrooper crew into rakghouls. With this knowledge, Vader turned to his spy, Wyl Tarson, with instructions to leak word of a secret Imperial weapon located on the moon, and ensure that it was noticed by members of the Alliance to Restore the Republic, a group of rebels that had been formed in the years since Vader had first confronted Morne as a force to oppose the oppressive Empire and restore the Republic that it had once been. Unable to resist an attempt to claim the Empire's weapon for themselves, several members of the \"Rebel Alliance\"—among them the likes of Princess Leia Organa, Luke Skywalker, Han Solo and his Wookiee companion Chewbacca, and the former clone trooper Able—undertook a mission of their own to the barren moon. Almost immediately upon touching down, the rebels were beset by the rakghoul horde, and several members were bitten and transformed into rakghouls themselves. A small number of the rebels escaped onto Han Solo's ship, the Millennium Falcon, while Skywalker was captured and taken to the cave where Morne had been living.

Convinced by the spirit of Karness Muur that the Jedi had abandoned her, Morne attacked Skywalker while Organa rushed to his aid. When Morne turned her lightsaber on Organa, the recently arrived Able opened fire in her defense, only to be turned into a rakghoul for his heroic efforts. Sensing the Force within both Skywalker and Organa, Muur dislodged his talisman from Morne and attempted to take a new, more maleable host. But Morne, coming to her senses, batted the talisman away from the two rebels and took the burden of the talisman back upon herself. As Morne turned her back on the two, Skywalker and Organa became the focus of Morne's legion of rakghouls, though the timely arrival of Solo and the Millennium Falcon allowed them to escape without injury. The rebels left behind the main shuttle they had used to reach the planet, and Morne decided to take it for herself; her numerous rakghouls followed her aboard and took their place as the new crew, lifting off and heading for orbit where an Imperial-class Star Destroyer awaited. Before the Imperial crew could attack the shuttle, Morne again tapped the powers of the Muur Talisman to transform those aboard into rakghouls and as she flew away into space, the Star Destroyer plummeted into the moon and exploded.

A guided weapon

\"This is ancient Sith alchemy, my lord. There is a holocron that speaks of creatures who caused a plague on ancient Taris…the festering wounds he suffered resembled the infectious bite of these 'rakghoul'. How strange. Rakghouls have been extinct for a millennia, yet one transformed Reave…\"

Darth Maladi

Once in possession of a ship, Morne found within herself a desire to explore the galaxy she had been away from for more than four thousand years. However, the desire was not her own, and in fact belonged to the spirit of Karness Muur; once Morne discovered this, she instead took her shuttle into the Deep Core with the intention of protecting the greater galaxy from the threat of Muur and the rakghouls. There she and her rakghouls would remain until 127 ABY, when her shuttle was taken aboard by the Pellaeon-class Star Destroyer, the Iron Sun. Morne believed that the Imperial ship that had captured her served the same Sith-led Empire that Darth Vader had served, and used the Muur Talisman's power to transform the entire crew of the Iron Sun into rakghouls. Over the next ten years, food on the Iron Sun ran out, and the rakghouls began to fight and cannibalize each other in order to survive.

In 137 ABY, the Iron Sun and its rakghoul crew captured another ship, the Mynock, owned by the former Jedi apprentice and Luke Skywalker's descendant, Cade Skywalker. Skywalker and his companions—Deliah Blue, Jariah Syn, along with Jedi Knights Shado Vao and Wolf Sazen, and the Imperial Knights Antares Draco, Ganner Krieg, and Azlyn Rae—began to explore the seemingly abandoned Star Destroyer, only to find the bones of dead rakghouls before being attacked by a group of still-living rakghouls. Morne was able to reassert control over the creatures and halt their attack, but not before Skywalker and Rae were infected with the rakghoul plague. Morne isolated the two from the others and informed them of their unfortunate status as victims of the rakghoul plague, promising quick deaths to Skywalker and Rae both once the transformation took hold. But Skywalker refused to accept his fate, and upon learning that the rakghoul plague was a disease created by but separate from the Force, he used his radical healing ability to cure himself and Rae, much to Morne's surprise.

Impressed by Skywalker's power, Morne vowed to aid him and his companions in their mission to kill the current Dark Lord of the Sith, Darth Krayt, and together they struck at the Imperial base on Had Abbadon. There, they engaged the Devaronian Sith Lord Darth Reave; Morne transformed Reave's stormtroopers into rakghouls that quickly turned upon their former master, and even Reave's dual lightsabers couldn't save him from being scratched before he managed to flee. Reave rushed back to the Temple of the Sith on Coruscant where he informed Darth Krayt and his Sith allies about Skywalker's presence on Had Abbadon before succumbing to the rakghoul plague, transforming into a rakghoul, and attacking Krayt. The rakghoul that had once been Reave was slain by Krayt's Hand, Darth Stryfe, and its body was looked over by the Sith scientist, Darth Maladi, who was surprised to see a rakghoul when they were believed to be extinct. A message from Celeste Morne, acting as Karness Muur and pretending to have Skywalker as her hostage, drew the Sith to Had Abbadon where they were ambushed: in addition to Skywalker, the Jedi, and the Imperial Knights, Krayt and his Sith were attacked by groups of Morne's rakghouls. The rakghouls would even defend Morne from the attack of Antares Draco, when he attempted to kill her and take the Muur Talisman for Emperor Roan Fel. The rakghouls were beaten back in large numbers by both Draco and the Sith, falling to Sith lightning and deadly lightsaber strikes, but Krayt himself was mortally wounded in a combined attack from Azlyn Rae and a Karness Muur-guided Morne. With Krayt down and the other Sith falling to the strike team, Morne turned to Skywalker with a plea to end her life before she fell completely under the sway of Muur's spirit. Skywalker acquiesced, and mercifully killed Morne with his lightsaber; with Morne dead, Muur's talisman attempted to bind itself to Skywalker, but Skywalker refused the temptation of the power Muur offered him, instead destroying the talisman with the Force, and seemingly driving the rakghouls back toward extinction.

Characteristics

\"How can they use speeders and weapons? The rakghouls on Taris are mindless!\"

\"I know the truth now, Zayne. The plague carves out and discards the targets personality—but the being's learned skills remain, waiting to be activated. So, while raks on their own serve only their hunger, the wielder of the talisman can draw upon what they were.\"

- Zayne Carrick and Celeste Morne

Hideous and possessing an appetite for flesh, Rakghouls were non-sentient, and were most commonly simple and animalistic in their behavior, with some even referring to the creatures as \"mindless\". These feral rakghouls, known also as \"lower rakghouls\", were slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looked or smelled like potential food. Though they were not a creature that held to any form of heirarchy, certain rakghouls, known to some as \"rakghoul fiends\", exhibited a manner of influence over their \"lower\" rakghoul brethren. Hardy and vicious, these rakghouls were generally believed to somehow maintain bits of their former intelligence, and would direct other rakghouls to trap and ambush prey; it was even rumored that these rakghouls could use weapons.

Rakghouls only truly reached their full potential, however, when under the power of the Muur Talisman. When a being possessed the Muur Talisman, they were able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls became more demure, and were able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities could not be restored, as all that remained in the rakghouls was an imprint of who they had once been.

The rakghoul plague

\"You said the rakghouls were caused by a plague—do you mean a disease?\"

\"Magic is the vector, but a rakghoul bite or scratch carries a disease, like a virus. It doesn't matter. There is no cure.\"

- Cade Skywalker and Celeste Morne, on the nature of the rakghoul plague.

Rakghouls were a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. But the talisman's powers did not work on all: Force-users and certain non-Human species were immune to the talisman's effects. To rectify this, Muur engineered the \"rakghoul plague\", a virus-like disease which could be spread from a rakghoul's bite or scratch. Individuals infected with this disease would later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The bodywide mutation manifested as the body would become twisted, skin pigmentation would drain and the victim would attain a whitened corpse-like state. Victims would also bleed from pores in the skin, and from places such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation laid in death.

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Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

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If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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\"Grand Admiral Ackbar.\"

\"Grand admiral is an Imperial ranking. I, like you once did, identify as fleet admiral—but you seem to have taken the title 'Grand Admiral' for yourself.\"

- Grand Admiral Rae Sloane and Fleet Admiral Gial Ackbar

Date estabilishedPrior to the heist on Vandor
Notable Individuals
  • Mitth'raw'nuruodo
  • Balanhai Savit
  • Rae Sloane
  • Urtya
Government
  • Galactic Empire
  • Mon Cala monarchy
  • First Order
Location(s)
  • Imperial Navy
  • Mon Cala Mercantile Fleet
  • First Order Military
Position typeMilitary rank
Duties

Commanding officer of a fleet

Grand Admiral was a senior military rank in the Imperial Navy of the Galactic Empire. It was also a rank in the Mon Cala Mercantile Fleet. After the fall of the Empire, the rank was active in the First Order, a successor state of the old Imperial government.

History

\"The Emperor recently promoted me after my victory at Batonn.\"

- Grand Admiral Thrawn

The military rank of Grand Admiral was active during the Imperial Era. Shortly after the Batonn sector insurgency, Chiss Admiral Thrawn was awarded the rank of Grand Admiral by Galactic Emperor Sheev Palpatine after Thrawn's victory at Batonn. During the Lothal campaign, Balanhai Savit also had the rank of Grand Admiral, and attended a meeting with Thrawn, Grand Moff Wilhuff Tarkin, and Director Orson Callan Krennic regarding funding for the TIE Defender program and delays concerning Project Stardust. At that time, Thrawn and Savit were two of the twelve Grand Admirals serving the Empire.

During the Galactic Civil War, Mon Cala monarchy Regent Urtya served as the Grand Admiral of the Mon Cala Mercantile Fleet, which at the time was commandeered by the Galactic Empire.

Following the Battle of Endor, Rae Sloane served as Grand Admiral and commanded the remnants of the Imperial Navy. New Republic Fleet Admiral Gial Ackbar was considered a Grand Admiral by Imperial officers, although it was not an official rank utilized by the New Republic. Sloane continued to posses the rank of Grand Admiral during the time she was part of the First Order.

Description

The Imperial rank of Grand Admiral was one of the senior ranks in the entire Imperial Military, and to be given the title was seen as a great honor. A Grand Admiral was typically given command of a fleet, such as Thrawn with the Seventh Fleet and Savit with the Third Fleet.

Uniform

Unlike the traditional Imperial uniform, which generally consisted of a plain gray tunic, the Imperial Grand Admiral's uniform was white with golden epaulets. Such accessories were generally uncommon in the Imperial Military, as they seemed to put an emphasis on status above duty and humility.

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When the Grand Admiral makes a saving throw against illusions or to resist charm and fear effects, it may add its Intelligence modifier (8) to the roll.

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The Grand Admiral's techcasting ability is Intelligence (tech save DC 22, +14 to hit with tech attacks). The Grand Admiral innately knows the following tech powers: At-will: assess the situation, analyze, decryption program, detect enhancement, spot the weakness, detect invisibility, detect traps 3/day each: element of surprise, explosion, tactical advantage, ballistic shield, salvo, friendly fire, greater analyze 1/day each: contingency, find the path, tactical superiority, stun, predictive AI.

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For 1 minute, the Grand Admiral can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Grand Admiral. A creature can benefit from only one Leadership die at a time. This effect ends if the Grand Admiral is incapacitated.

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If the Grand Admiral fails a saving throw, it can choose to succeed instead.

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The Grand Admiral's ranged weapon attacks ignore half cover against targets within 15 feet of the Grand Admiral. The Grand Admiral gains a +3 bonus to attack rolls made with a pistol.

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The Grand Admiral's attack rolls cannot suffer from disadvantage.

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The Grand Admiral has advantage on saving throws against tech powers.

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The Grand Admiral can focus a target down with the help with an ally. Once per round, whenever a creature is attacked by someone other than the Grand Admiral, the Grand Admiral can use its reaction to make one weapon attack against them.

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.

The Grand Admiral makes three melee weapon attacks or three ranged weapon attacks.

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Ranged Weapon Attack +14, Range 40/160 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The Grand Admiral chooses a number of allies up to its Intelligence modifier (8) within 60 feet who can see or hear it. The chosen allies may then immediately use their reaction to make one weapon attack against a target of the Grand Admiral's choice. It may choose the target for each attack separately.

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.

The Grand Admiral can move up to its speed without provoking opportunity attacks.

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The Grand Admiral can cast an at-will power.

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The Grand Admiral makes one Heavy Pistol, Techblade, or Unarmed Strike attack.

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage

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Ranged Weapon Attack +3, Range 150/600 ft., One target. Hit : 6 (1d10+1) kinetic damage

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\"Remember what you were saying about 'worse than destroyers?' I think we're looking at them.\"

Anakin Skywalker, to Obi-Wan Kenobi and referring to MagnaGuards

ManufacturerHolowan Mechanicals
Class
  • Bodyguard droid
  • Battle droid
Height1,95 meters
Mass123 kg
GenderMasculine programming
Sensor colorRed

The IG-100 MagnaGuard, also known as the Self-Motivating Heuristically Programmed Combat Droid, was an advanced type of battle droid that was used during the Clone Wars as bodyguards of General Grievous, as per Count Dooku's order, as well as being specialized infantry on the battlefield. After the InterGalactic Banking Clan secured Grievous's services as an enforcer, they refused to hire his Kaleesh, and thus the cyborg general demanded a cadre of \"more intelligent battle droids\" to serve him. The construction of the MagnaGuards was then commissioned for Grievous's service, though the Jedi-killing droids were also occasionally employed to escort Count Dooku himself.

Appearance and characteristics

\"I saw an Intel report on this. I think they are Grievous's personal bodyguard droids. Prototypes built to his specifications. To fight Jedi.\"

- Anakin Skywalker, to Obi-Wan Kenobi

Constructed by Holowan Mechanicals, MagnaGuards were roughly two meters tall, with a humanoid body shape, but possessed a far-superior mechanical anatomy. This allowed for superhuman acrobatics, speed, and combat ability. Their internal systems were furnished with advanced combat learning programs, which, compared to most of the droids utilized by the Confederacy of Independent Systems, allowed the MagnaGuards to adapt to a highly diverse variety of tasks. These tasks ranged from melee and ranged combat to starfighter control. The faces of the MagnaGuards featured two red photoreceptor \"eyes,\" which were complemented by a backup system mounted on the chest. The droid's weapon of choice was the lightsaber-resistant electrostaff, and wore cloaks and head wraps similar to the garments of Grievous's old Izvoshra elite during the general's time as a Kaleesh warlord. They were known to sport Mumuu markings on their cloaks matching those on Grievous' mask. Several models of the IG-100 existed, superficially denoted by color—black, alabaster, blue, and the rare gray were all spotted throughout the war. Each model had a specific programming, training, and thus specialty. These droids were part of the same Holowan Mechanicals series as the later IG-88 line. MagnaGuards were also capable of speech and were programmed to taunt their opponents in a low growling Basic. Aside from Human speech, they appeared to occasionally use an audible form of droid language. When in distress, such as when pinned to the ground, they also make yelping sounds.

Hardiness

MagnaGuards were fully optimized to battle and kill Jedi. This was due to not only their impeccable melee functionality but also their capability to withstand a massive loss of structural integrity before total system failure, as well as their inability to feel pain. Even after decapitation, or bisection, they could continue to effectively engage a target. The only sure way to destroy a MagnaGuard would be to stab them in the chest. In addition, they were partly plated with strong duranium armor making it very hard for even a Jedi to destroy the droid.

Training

\"The age of the Jedi is over.\"

- An unknown MagnaGuard

General Grievous was given the bodyguards even though he was very impatient with droids due to their many limitations such as limited artificial intelligence. Count Dooku then commissioned Holowan Mechanicals to develop a cutting-edge warrior droid that would meet Grievous's standards. Upon activation, Grievous destroyed all the MagnaGuards present, venting his frustration at being treated as a droid. Grievous then personally trained the rest of his bodyguards in the seven classic styles of lightsaber combat so that they could effectively engage and then kill Jedi. Grievous would not allow any repairs to be made to the droids, believing that their numerous scrapes and battle scars made them more intimidating to enemies. Grievous engaged his bodyguards in practice fights as part of training, often damaging them in the process.

History

\"What in the galaxy was that?\"

- RC-1262, upon first sighting an IG-100

Clone Wars

The droids were first used in combat during the Battle of Parein II 4, where one of Grievous's MagnaGuards killed the Jedi Sannen by thrusting its electrostaff through his throat. The MagnaGuards soon proved to be formidable, capable of taking on Jedi and clone troopers with ease, and were regarded as being even more daunting than droidekas by some. Despite their many strengths however, they were by no means invulnerable as Boba Fett managed to momentarily incapacitate one with an ion stunner during the Second Battle of Xagobah, though the bounty hunter was ultimately defeated and left for dead by Grievous himself. Along with their combat duties, General Grievous eventually began using MagnaGuards to do his dirty work, such as when they were used to torture Jedi Master Koth on Saleucami.

The MagnaGuards also played a role during Anakin Skywalker and Ahsoka Tano's mission to Tatooine, they were attacked in the exosphere by several MagnaGuards piloting Rogue-class starfighters. After destroying the droids and reaching the surface of the planet, Ahsoka Tano fought and destroyed three more MagnaGuards, while Anakin fought off Count Dooku.

During a mission to destroy a CIS listening post near Ruusan, Anakin Skywalker battled several MagnaGuards that were preventing R2-D2 from being rescued.

MagnaGuards were present at Grievous's castle on Vassek's third moon. Upon Grievous's return to his castle, he discovered his force of elite MagnaGuards had mysteriously been deactivated. When Count Dooku alerted him of the infiltration of his castle by Jedi Master Kit Fisto and his former apprentice, Nahdar Vebb, Grievous realized Dooku himself had deactivated his guards to see if Grievous was adept in handling the Jedi by himself, as Grievous had recently suffered a chain of defeats. During this mission, one MagnaGuard was sent to destroy the Nu-class attack shuttle with a rocket launcher, while another squad was sent to destroy Kit Fisto's Jedi starfighter. However, Fisto's astromech droid managed to personally pilot the ship to safety. Meanwhile, Nahdar Vebb, who was already in the Castle, managed to destroy Grievous's entire escort of droids, only to be killed by Grievous himself.

The bounty hunter, Cad Bane, while under contract with the CIS, was given several MagnaGuards for use in capturing keeper of the kyber memory crystal, Jedi Master Bolla Ropal. One stood sentry as Cad Bane tortured the Jedi to death, afterward using its staff to crudely check for any vital response from the dead Rodian.

The droids were often employed to capture or kill Jedi, such as during the capture of Jedi Master Eeth Koth over Saleucami. The droids aided the General in getting the upper hand on Koth, surrounding the Jedi and slowly wearing him down with electrostaff strikes. Once Koth was captured, the droids tortured the Jedi in a transmission sent to the Jedi Temple on Coruscant. However, they were unaware that the Zabrak was still cognizant, resisting their torture, and sending a coded hand signal to alert the Jedi to his location. Dooku also used MagnaGuards in subduing Skywalker during a skirmish on Naboo. Dooku and the MagnaGuards were able to capture Skywalker in order to do prisoner exchange for General Grievous. Two of these droids fought Skywalker and Kenobi atop STAPs on Utapau. The droids were also used during the Battle of Boz Pity, under Dooku. During the battle, two of them distracted Mace Windu long enough for the Count to make his escape, and one of them almost killed Asajj Ventress with a blaster under Dooku's orders.

Delta Squad was forced to fight several MagnaGuards on Kashyyyk during their rescue of the Wookiee chieftain Tarfful. The clone commandos managed to destroy the droids with great difficulty.

Near the end of the war, MagnaGuards assisted Grievous in the kidnapping of Supreme Chancellor Palpatine during the Battle of Coruscant. Shaak Ti faced off dozens of MagnaGuards with difficulty before they retreated, alerting her to the Chancellor's danger. This led to a rescue mission, in which Anakin Skywalker and Obi-Wan Kenobi fought two of the droids on the bridge of General Grievous's command ship, the Invisible Hand, before rescuing the Chancellor. Kenobi beheaded his opponent, only to find himself engaging a still-functioning headless droid. Skywalker managed to bisect the second droid as Kenobi finished the first off.

Kenobi also faced four MagnaGuards on Utapau shortly before his fight with Grievous. He incapacitated three of them immediately upon using the Force to drop a large block of metal upon them. The fourth was partly pinned under the block, and then decapitated by Kenobi.

Post-Clone Wars

Following the massacre of the Separatist Council by Darth Vader, under Darth Sidious's orders, all IG-100 MagnaGuards were deactivated. However, the Geonosian Gizor Dellso would later reactivate and use IG-100 MagnaGuards as infantry in his personal army. At least a decade later, two MagnaGuards were reactivated by the Galactic Empire for use as N-K Necrosis's bodyguards, and re-designated as NK-3s. In addition, a delivery was made for a TK-555 bobble-head, a battlefield diorama, and blueprints for the IG-100 MagnaGuards. The bureaucrat Narp Pilyev owned two MagnaGuards and used them as security guards, to protect his apartment on Coruscant. Aside from these examples, other persons of note occasionally employed them as guards and henchmen. Many IG-100s were commissioned at the end of The Clone Wars which was part of the reason that there were enough IG-100s to create a private army.

Weapons and equipment

Armaments

Grievous's bodyguards notably wielded high-quality phrik alloy electrostaffs, blunt energy weapons which emitted a visible, pink, electromagnetic pulse on each end. The lightsaber-resistant nature of phrik allowed the MagnaGuards to effectively deflect and attack a Jedi's lightsaber. This, coupled with the specialized combat mechanics of the droids, made them a dangerous enemy, even to those skilled in the Force. Despite their specialization in electrostaffs, the on-board combat systems of the MagnaGuard, coupled with human like hands allowed them to be trained to operate a vast array of available weapons in addition to much more specialized armaments. Depending on the time and necessity, MagnaGuards were known to use blaster rifles, grenades, rocket launchers, remote-controlled drones, and lethally irradiating weapons as well as regular melee weapons.

On-board utilities

Along with their weapons, the droids made use of many gadgets, such as built-in tow-cables, a personal cloaking device, and magnetized limbs. At least one MagnaGuard was known to have the ability to extend its arm many times its usual length. Another tool was a violent self destruct sequence, used if the system was still functional after severe damage. This was utilized by MagnaGuards who were encountered by clone commando squad Delta on Kashyyyk. In addition, these particular droids could fire pairs of small seeking missiles from internal magazines in their back plating.

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The droid adds 3 to its AC against one melee attack that would hit it. To do so, the droid must see the attacker and be wielding a melee weapon.

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The MagnaGuard makes two electrostaff attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 7 (1d6+4) energy damage

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\"He is a wound in the Force, more presence than flesh, and in his wake life dies, sacrificing itself to his hunger.\"

- Visas Marr to the Jedi Exile

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Nihilus, Lord of Hunger

Little was known of Darth Nihilus's history. He was most likely a Jedi during the Mandalorian Wars, who had followed Revan to war. Nevertheless, he ended up fighting at Malachor V. One of the battle's few survivors, he was stranded in orbit around the planet. His high Force potential and power were demonstrated when he tore his new flagship, Ravager from the gravity well. The ship was barely space-worthy, severely damaged by Mandalorian artillery. It also contained a crew, drained of all life and emotion by its captain. Nihilus came upon the Trayus Academy at some time, seeking training from Traya. He received it, sharing equal prestige with another student, Darth Sion. During his time at the academy, he learned how to drain the Force, create wounds in it, and use Kreia's echoes to his advantage. Eventually, his training and abilities made him into a shell of his former self, a wound in the Force, corrupting those around him. Nihilus was different from other Sith in that he never sought to rule the galaxy or to create a new order; his purpose was to destroy all life everywhere in order to satisfy his hunger.

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The sith gains 10 (3d6) temporary hit points whenever a creature dies within 20 feet of it.

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Enemies have disadvantage on death saving throws while within 30 feet of the sith devourer.

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If the sith devourer takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. The sith cannot use this ability again until after a short or long rest.

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The sith devourer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The sith knows the following force powers:

At-will: affect mind, denounce, force push/pull, necrotic

charge, saber reflect

1st-level: battle precognition, force body, hex, sap vitality

2nd-level: darkness, drain vitality, phasewalk

3rd-level: choke, dark aura, force lightning, sever force

4th-level: force immunity, shocking shield, shroud of darkness

5th-level: improved force scream, improved phasewalk,

telekinesis

6th-level: crush, force chain lightning, improved force

immunity

7th-level: force lightning cone, ruin

8th-level: death field

9th-level: kill

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The Sith can sense the presence and direction of a cast force power within 120 ft.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzQ4MjQ0ZmM5OWJk","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

The Sith has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MGNlMWI0NDUwMWVk","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

If the sith fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZjI2MzUzZjA0YWYy","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

While the sith is wearing no armor or shield, its AC includes its Consitution modifier.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MmNiN2RjMmFlYmEw","flags":{},"name":"Rebuke of Annihilation","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

When the sith devourer takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the sith.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NjUyYjJlOGRmNDE4","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage.

The sith makes three lightsaber attacks. It can replace one attack with a drain life attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"NmMxMTc1ZTY3MzQ5","flags":{},"name":"Drain Life","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 19 (4d6+5) necrotic damage.

The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and the sith regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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.

The sith devourer draws all force energy in a 30-foot radius toward it. Every creature of the sith’s choosing in the affected area takes 18 (4d6+5) necrotic damage, or half damage with a successful DC 20 Constitution saving throw and the sith glutton gains hit points equal to half the damage taken.

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.

The Sith Devourer casts an at-will power.

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.

The Sith Devourer uses its drain life action.

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.

The Sith Devourer disrupts the flow of the force in a radius centered on itself. Until the start of the glutton’s next turn, no creature within 30 feet of it can regain hit points.

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The Sith makes a deadly sonic attack. Each creature within 20 feet of the sith must succeed on a DC 20 Constitution saving throw or be stunned until the end of the sith’s next turn.

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\"Observation: This cave is infested with shyracks, a species of easy-to-kill winged pests. They shall prove useful for testing my blaster accuracy ratio.\"

- HK-47

DesignationNon-sentient
Habitat

Caves

Homeworld
Korriban

Shyracks were large, bat-like avian creatures with razor like teeth native to the caves of Korriban.

Biology and appearance

These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks were potentially dangerous pests, especially when they converged as a flock on an intruder. They were native to the Shyrack cave of Korriban and were natural rivals to the feared Tuk'ata.

History

Revan encountered numerous shyracks while exploring the tombs in the Valley of the Dark Lords, where he helped rescue rebellious Sith students who fled the academy into the caves after refusing to kill Dreshdae civilians.

Meetra Surik discovered the tomb of Ludo Kressh within the very same cave, albeit deeper and farther into the mountain than Revan ventured.

By the time of the Cold War, they were still a dominant species inside the tombs now developed into various types.

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The Shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} -{"_id":"c1T0KhBRNlZDeDxE","name":"TX-225 Occupier Tank","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":23,"proficient":1,"min":3,"mod":6,"save":9,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"armor plating"},"hp":{"value":85,"min":0,"max":85,"temp":0,"tempmax":0,"formula":"9d8+45"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":85,"min":0,"max":85},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"
Manufacturer

Rothana Heavy Engineering

ClassGround assault vehicle
Cost45.000 credits
Length7,30 meters
Height/Depth1,82 meters

The TX-225 GAVw \"Occupier\" combat assault tank, also known as the TX-225A Occupier tank, or simply the Imperial combat assault tank, was a track-propelled ground assault vehicle used by the Galactic Empire, and operated by a commander and two pilots. The tank had great maneuverability in tight quarters, such as the streets of occupied cities. Its laser cannons could devastate enemy troops, and the powerful engines could transport heavy payloads.

History

In 0 BBY, Imperial combat assault tanks were deployed to the Holy City of Jedha during the Empire's occupation of the desert moon to transport kyber crystals. Several of Saw Gerrera's Partisans destroyed one combat assault tank and stole all of the kyber crystals that were being held on the cargo bed.

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

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The outer layer of the tank is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the tank takes no damage from that attack. If the tank takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The tank requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The tank's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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.

The tank makes two laser cannon attacks

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 15 (2d10+4) energy damage

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The tank launches a barrage of cannon fire at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) energy damage on a failed save, or half as much damage on a successful one.

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Each creature of the tank's choice that is within 80 feet of the tank and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tank's Frightful Presence for the next 24 hours.

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Mole serpents were burrowing predators native to the Kathol sector. They dwelt almost entirely underground and ranged from 10-28 meters long. One such creature escaped into the deserts of Tatooine. The creatures are the natural predators of the Tirginni beasts.

HomeworldKathol sector
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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d8+9) kinetic damage.

If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the mole serpent. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mole serpent, and it takes 14 (4d6) acid damage at the start of each of the mole serpent's turns. If the mole serpent takes 25 damage or more on a single turn from a creature inside it, the mole serpent must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mole serpent. If the mole serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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\"Nothing beats gizka, though, when it comes to being a true pest.\"

- Dexter Jettster

DistinctionsReproduced every few days
Homeworld
  • Possibly Lehon
  • Manaan (immigrated)

Gizka were small reptiles that could be found all across the galaxy.

Biology and appearance

\"Humansssss...taste like gizka.\"

- Anonymous Trandoshan

Whatever their native world, their extraordinary reproduction rate led to a fair amount of gizka on many worlds, even including uncharted planets such as Lehon, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited, as they commonly ate electrical wiring.

They were the source for the delicacy gizka steak. Some species of sentient carnivores, like Trandoshans, seemed to think that gizka were one of those kinds of animals that \"everything tastes like.\"

History

The Ebon Hawk once played host to a temporary colony of gizka, in an incident involving mishandled cargo, an Aqualish and a Tatooine shipping company.

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The gizka can't use its blindsight while deafened.

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The gizka's long jump is up to 10 feet and its high jump is up to 5 ft., with or without a running start.

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Melee Weapon Attack +0, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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DesignationNon-sentient
Average height1,75 meters
Average lifespan90 standard years
Homeworld

Tatooine

HabitatDesert

Eopies were quadruped herbivores native to the planet Tatooine. These tough creatures were acclimated to their homeworld's endless deserts, and as a result were domesticated by the planet's inhabitants. They often worked as transports or beast of burden, though they were often bad-tempered and stubborn, and could break wind if their load was too heavy. Eopies were observed to exhibit flatulence. As such, when riding a caravan of eopies, it was recommended to always ride on the foremost animal.

Eopies were also found on the planet Saleucami, and the desert moon Zardossa Stix, as well as in the forests and jungles near the Black Spire Ruins of Batuu.

On some planets, eopie was served as a delicacy. Power Sliders, a small diner located in a small settlement on the remote world of Abafar, had eopie stew on its menu.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Average height5-19 meters
Average mass1.650 kilograms (5 meter specimen)
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor deals double damage to objects and structures.

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The rancor makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 19 (2d12+6) kinetic damage.

If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

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Ranged Weapon Attack +10, Range 60/240 ft., One target. Hit : 25 (3d12+6) kinetic damage

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The rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 21 (6d6) acid damage at the start of each of the rancor's turns. If the rancor takes 25 damage or more on a single turn from a creature inside it, the Rancor must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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When the engineer casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

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The engineer is a 7th-level tech-caster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points.

The engineer knows the following tech powers:

At-will: acid splash, jet of flame, cryogenic burst,

electroshock

1st-level: smoke cloud, homing rockets, overload

2nd-level: magnetic field, acid dart, scorching ray

3rd-level: explosion, tactical advantage, kolto cloud

4th-level: cryogenic storm

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 3 (1d4+1) energy damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ODFiZDUzOWU0ZjUz","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NmEyNTIyNWUwMWI4","flags":{},"name":"Sole Leader (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000}]} -{"_id":"cX1DcIA4ap34BOXH","name":"**Imperial Knight Squire","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered battle armor"},"hp":{"value":64,"min":0,"max":64,"temp":0,"tempmax":0,"formula":"8d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":64,"min":0,"max":64},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 17","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","token":{"flags":{},"name":"Imperial Knight Squire","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"cX1DcIA4ap34BOXH","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":64,"max":64},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"MTQ3MDk3NjdiMzQ2","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

The Imperial Knight Squire's Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, 15 force points).

It knows the following Force

Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force jump, force throw, phase strike

2nd level: animate weapon, phase walk, rescue

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NmU4Yjc2OTJhMTJm","flags":{},"name":"Praetoria Vonil","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

The Imperial Knight Squire attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTVjODMyNGM3NGM5","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

The Imperial Knight Squire adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Squire must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NGJhMTI1YjhkNWQy","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Squire can see attacks a target other than the Imperial Knight Squire that is within 5 feet of the Imperial Knight Squire, the Imperial Knight Squire can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YjAzNjA1MWE5MWNm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Imperial Knight Squire makes two attacks with its Martial lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MWNiNDk1YTU5M2E5","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) energy damage plus 4 (1d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"],["1d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} -{"_id":"cZTiNvVy2YaWpZz4","name":"**Imperial Knight","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered battle armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":8,"powerLevel":0,"xp":{"value":3900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 18","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","token":{"flags":{},"name":"Imperial Knight","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"cZTiNvVy2YaWpZz4","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":91,"max":91},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"YWI4ZGZlMWEyOTU4","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","data":{"description":{"value":"

The Imperial Knight's Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks, 30 force points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1 level: burst of speed, force jump, force throw, tremor,

phasestrike

2nd level: animate weapon, phase walk, rescue

3rd level: convulsion, knight speed, server force, telekinetic

storm

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The Imperial Knight attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included).

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The Imperial Knight adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight can see attacks a target other than the Imperial Knight that is within 5 feet of the Imperial Knight, the Imperial Knight can use its reaction to impose disadvantage on the attack roll.

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The Imperial Knight makes two attacks with its Martial lightsaber.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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The gundark deals double damage to objects and structures.

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The gundark has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The gundark makes two attacks with its claws. It then makes one bite attack or one pummel attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage.

The target is grappled (escape DC 15) if that claw isn't already grappling a creature. Until the grapple ends, the creature is restrained.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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The monster makes one claw attack against a creature it is grappling. The the attack hits, the monster takes the claw's damage.

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Semi-sentient

Tree

Ithor

Carnivorous

The Vesuvague tree, also known as the Vesuvague Hanging Tree, was a carnivorous, semi-sentient, red-barked tree from the planet of Ithor. It was one of a number of intelligent plants from the world, a category of which included the Bafforr tree.

The vesuvague tree, though rooted in the earth, was able to detect and move itself towards motion by sensing air vibrations in its leaves and ground vibrations in its roots. In order to catch its prey, it used its quickly growing vines and roots, capable of extending multiple meters in mere seconds, to seize, strangle, and crush its food. Once a creature was dead, the tree would bury its vines and roots inside of its prey, and slowly feed off of its bodily fluids.

The tree could be trained to respond to simple commands, much like a pet, and could understand words by using its leaves to sense the vibrations and patterns of spoken languages.

Predatory vesuvague trees were kept at the south end of Gardulla the Hutt's pleasure garden within her Tatooine palace, located near the Dune Sea. The garden's many denizens and forced tourists would observe, not without horror, how the tree's limbs would suddenly drop and attempt to strangle, more often successfully than not, unwary passersby—captive beings that Gardulla constrained to enter the garden for her own and others' perverse entertainment.

Momaw Nadon planted a vesuvague tree in his secret garden in the mountains south of Mos Eisley on Tatooine. It acted as a watchdog for the site, and its reputation warded off stormtroopers and local police. The grove also concealed a secret chamber for hiding local Rebels.

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The vesuvague tree may make two constrict attacks per turn.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 9 (1d8+5) kinetic damage.

If the target is a Large or smaller creature is Grappled (escape DC 16).

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

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On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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The Sith Assassin's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Sith Assassin is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith

Assassin knows the following force powers:

At-will: saber reflect, shock, force push/pull, psychic charge,

mind trick

1st level: battle precognition, phase strike, hex, force mask,

wound

2nd level: dark shear, force camouflage, darkness, phase

walk

3rd level: dark aura, knight speed, sever force, choke

4th level: shroud of darkness, improved force camouflage

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When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

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.

The Sith Assassin makes two saberwhip attacks.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 7 (1d4+5) energy damage plus 4 (1d8) energy damage

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Sith Mastermind casts on of his at will powers.

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.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

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.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

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.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

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\"Service, Fealty, Fidelity.\"

- Imperial Navy Trooper credo

Organization type

  • Soldier
  • Trooper
Sub-group(s)
  • Death Star Troopers
  • Gate officers
Date founded19 BBY
AffiliationGalactic Empire (Imperial Navy)

Imperial Navy troopers, also known as Naval Troopers, were soldiers in the Galactic Empire who were assigned by the Imperial Navy as part of Imperial Fleet Regiments to serve as guards, military police and soldiers onboard its many Star Destroyers and other installations, such as the Death Star.

Overview

Members of the Alliance Special Forces believed that the Imperial Navy troopers were considered a joke and that such soldiers rarely ever expected to enter into combat engagements. While this was the opinion of SpecForce members, this was not entirely true as Navy troopers tended to be both well equipped and adequately trained for their tasks. In addition, they did see combat but tended to lack the edge that blooded troops got from their engagements. Vessels and installations that were located in more remote regions tended to rely more on their Navy troopers. In some cases, such as those units stationed in the Outer Rim Territories, the Navy soldiers had gained enough experience to be a credible threat to their enemies. However, in general, Imperial Navy troopers were not considered a challenge to members of the Rebel Alliance's SpecOps.

These men backed up stormtroopers and were created to provide the Imperial Navy a corps of troops separate from the Imperial Army and the Stormtrooper Corps for protection of their ships. After the initial boarding operations were conducted by Stormtroopers, Imperial Navy troopers often moved in to conduct mop up actions. However, Crix Madine, a former Imperial soldier-turned Rebel General, indicated that the naval troopers are more likely to be encountered during a boarding action.

Besides serving the Galactic Empire as soldiers and security guards, they handled hangar control traffic, monitored sensor arrays, and performed various other duties. They guarded the main conference room on the Death Stars and both arrested and escorted prisoners to their cells.

The Death Star troopers were the first to wear the distinctive black protective helmet and black uniform that soon spread to the other Imperial Navy trooper units. Their primary weapon was either a DH-17 blaster pistol or an E-11 blaster rifle.

History

During the Imperial Period, low-ranking Navy troopers piloted and monitored the orbital climate control mirrors around Coruscant. This was known as \"riding the mirrors\" and was considered the loneliest as well as most tedious assignment at the Galactic Capital.

During the Galactic Civil War, Grand Moff Wilhuff Tarkin selected the most highly trained elite Navy troopers in order to form a special detachment known as the Death Star troopers. These soldiers were the best and brightest within the Empire and were stationed on the Death Star I and the Death Star II.

Some were selected to serve in the Imperial Navy Special Forces.

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.

The Navy Trooper makes two blaster carbine attacks.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 5 (1d6+2) energy damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid (any)","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 16","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","token":{"flags":{},"name":"Jedi Knight, Temple Guard","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"dEMaQJ0KXseUBb7K","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":70,"max":70},"bar2":{"value":14,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NDg5YmFjZDUxYjNi","flags":{},"name":"Two Weapon Fighting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","data":{"description":{"value":"

The Jedi can add its ability modifier to the damage of its two-weapon fighting attack.

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The Jedi's attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

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The Jedi Temple Guard is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points).

The Jedi Healer knows the following force

powers:

At-will: saber reflect, turbulance, force push/pull,force

disarm, sonic charge, burst

1st level: slow descent, battle precognition, phase strike,

force throw

2nd level: stun, phase walk

3rd level: telekinetic storm, knight speed, sever force, force

repulse

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MGIwMmUwMjBiNDRk","flags":{},"name":"Double Bladed Strike","type":"feat","img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","data":{"description":{"value":"

The Jedi can attack with both blades when making an opportunity attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MGNiOGEzOTRiYzJi","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When the Jedi makes three doublesaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"M2Y5MTIyNzE1MjM2","flags":{},"name":"Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} -{"_id":"dIezCt8o9dUTHHEg","name":"Dark Side Spirit","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":17,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":""},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":30,"units":"ft","hover":true},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":40,"min":0,"max":40},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

","public":""},"alignment":"Neutral Dark","species":"","type":"undead","environment":"","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["cold","necrotic","poison"],"custom":""},"dr":{"value":["acid","fire"],"custom":"Sonic, Kinetic"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","poisoned","prone","restrained","exhaustion"],"custom":""},"senses":"darkvision 60 ft., passive Perception 15","languages":{"value":[],"custom":"The Languages It Knew In Life"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","token":{"flags":{},"name":"Dark Side Spirit","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"dIezCt8o9dUTHHEg","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":40,"max":40},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDQ0YWUyMGQ2MmQz","flags":{},"name":"Incorporeal Movement","type":"feat","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"Mzc5Mzg2NjJmZmUx","flags":{},"name":"Maddening Touch","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 17 (4d6+3) psychic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+3","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"Y2UzZmQ4OWNiYWZm","flags":{},"name":"Whispers of Madness","type":"feat","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

.

The spirit chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the spirit's choice that the spirit can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZTZjNDk2MDMwM2M4","flags":{},"name":"Howling Babble (Recharge 6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

.

Each creature within 30 feet of the spirit that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000}]} -{"_id":"dcL6Qi4bhvcj7q9q","name":"BB Series Astromech Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor plating"},"hp":{"value":14,"min":0,"max":14,"temp":0,"tempmax":0,"formula":"4d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":14,"min":0,"max":14},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"He's a BB unit. One of a kind. Orange and white. Utterly unique and utterly invaluable.\"

- Poe Dameron on BB-8

ManufacturerIndustrial Automaton
ClassAstromech droid
Degree2nd class droid
Height
0,67 meters
Weight18 kg
Sensor colorBlack

The BB-series astromech droid, often referred to as a BB unit, was a model of astromech droid manufactured by Industrial Automaton and active during the era of the cold war, featuring a spherical body that allowed the droid to roll in any direction, with a head usually atop the body but not meant to be permanently physically attached to it (which would inhibit the droid's ability to roll around). Like earlier astromechs, the BB unit could fit into the droid socket of a starfighter. One notable BB unit was BB-8, owned by Poe Dameron, who assisted with the recovery of a map to Luke Skywalker.

Description

\"It's a BB unit with a selenium drive and thermal hyperscan vindicator, internal self-correcting gyroscopic propulsion system, optics corrected to—\"

- Rey, to Kylo Ren, regarding BB-8

The BB-series was a model of astromech droid. Powered by a selenium drive, these droids had an internal orbiculate motor that allowed their spherical bodies to roll across a variety of terrain, keeping their domed heads fixed on top with magnetic casters. Rather than keeping the head tethered by a single contact point, wireless telemetry allowed the two sections of the droid to communicate. The internal gyroscopic propulsion system was self-correcting, and surface sensors on the spherical body allowed the droid to travel across uneven environments such as deserts, with the benefit of its shell being sealed from dust contamination. For areas that proved too difficult for the orbiculate motor to traverse, BB units were equipped with compressed liquid cable launchers that could tether and reel the droid in to hard-to-reach spots. As the droid's body faced in all directions at all times, it needed only to accelerate rather than turn. The BB's dense shell featured six swappable circular tool-bay disks that could be fitted with numerous forms of equipment, such as a magnetic-tipped bolt-spinner.

The droid's domed head was composed of a lightweight cranial frame featuring a large, round primary photoreceptor and a smaller articulated holoprojector array. The droid's sensors featured advanced calibrated synthetic optics. Transmitter and receiver antennae extended from the top of the head, and data ports were located above a band of stainless inoxium girding the bottom of the dome. The head could be dislodged from the body given significant force, but could quickly reattach itself with the magnetic casters.

BB units possessed a dedicated, goal-focused personality, and were protected by self-preservation protocols. However, it was known for some experienced droids to create strong loyalty subprograms that saw them enter into dangerous situations in order to assist their masters and owners. The droids communicated via droidspeak variants of the most common astromech language. BB units also possessed a thermal hyperscan vindicator.

History

\"That BB unit. The First Order is looking for one just like it.\"

- Bala-Tik

Manufactured by Industrial Automaton, the BB-series was an evolution of ball-shaped droids used near the end of the Galactic Civil War, such as prototype therapy droids like QT-9, who saw service assisting New Republic veterans on Hosnian Prime following the Battle of Endor. This knee-high droid rolled on a blue-and-gold body with a square head balanced on top.

The BB-series saw service during the latter years of the New Republic, and some were utilized by General Leia Organa's Resistance. This unit was considered a new-model astromech as of the time of the attack on Tuanul in 34 ABY. Like the older and larger astromech models that preceded it, the BB unit was compatible with the astromech socket of starfighters such as the T-70 X-wing starfighter, and was equipped to control on-board flight and power distribution systems. BB-8 served as the trusty companion of Resistance pilot Poe Dameron, who fostered deep respect for his droid companion and kept BB-8's systems and components up-to-date and well maintained. Although the droid's self-preservation protocols made the droid somewhat skittish and easily frightened, his experiences created a strong loyalty subprogram that caused BB-8 to follow Dameron into numerous dangerous situations.

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

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight. Tech Casting. The astromech is a 3rd level tech caster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers. At Will: jet of flame, mending, minor hologram, on/off 1st Level: decryption program, expeditious retreat, hologram, repair droid, target lock 2nd Level: translocate, motivator boost

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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\"One shot, one kill.\"

―Anonymous clone sniper

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone snipers, also known as clone sharpshooters, were a specialized variant of clone troopers who served in the Grand Army of the Republic during the Clone Wars.

History

Unlike the snipers in any traditional army, called from the best shooters, all clone troopers of the Grand Army of the Republic possessed the same eyesight, accuracy, steadiness and patience. However, the sharpshooters received special flash training teaching them the intricacies of being good snipers. The troopers were clones of the Human male bounty hunter Jango Fett[6] who were born on the Wild Space planet Kamino in 32 BBY. They were part of the Galactic Republic's Grand Army. Their training allowed snipers to wait and shoot enemies one at a time.

Their main mission designation was to eliminate Separatist battle droid infantry from a distance to provide cover fire for other infantry units, while also using their recon droids to carry out short-range reconnaissance. Phase I clone snipers were recognizable by maroon armor markings. The sharpshooters fought on a number of battlefronts throughout the Clone Wars, and the 501st Legion had their own snipers, as did Green Company. After the establishment of the Galactic Empire in 19 BBY, the Grand Army of the Republic was dissolved and its assets folded into the new Imperial Military.

Equipment

Clone sharpshooters were equipped with specialized DC-15x sniper rifles (or for late Phase II clones, a different unidentified sniper rifle), DC-15Ss, R-1 recon droids or autoturrets, and V-1 thermal detonators. Their armor was lightweight and suited the sharpshooter perfectly in heavy combat.

For general information about troopers, see Trooper

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The sniper trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Ranged Weapon Attack +4, Range 150/600 ft., One target. Hit : 8 (1d12+2) energy damage.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"These are automated agents of evil!\"

- Plo Koon rallying clone troopers on Geonosis

ManufacturerTechno Union
ClassDroid tank
Cost49.000 credits
Length10,96 meters
Height/depth6,2 meters (7,5 meters with control receiver)
Mass14.400 kg

The NR-N99 Persuader-class droid enforcer, colloquially known as the Corporate Alliance tank droid, CAD and the snail tank, was a tank droid constructed by the Corporate Alliance at first to silence its opposers and later to combat the Grand Army of the Republic.

Description

The tank droid was a six-meter tall automaton with a huge, central drive motor for locomotion supported by four small outrigger wheels. It could also roll on its single traction drive tread. The tank droid was also equipped with a pair of large outrigger arms connected to either side of the drive motor which could be armed with almost any weapon. The Persuader-class's front featured several sensors above its twin photoreceptor eyes. Because of its forward drive motor, the tank droid was not an especially maneuverable vehicle and was very easy to engage when being flanked. To compensate for this, the tanks deployed in tightly packed waves, forming a wall of armor. At a speed of 60 kilometers per hour, the tank had no trouble ramming through walls and mowing down obstacles in its way. Civilians particularly feared the NR-N99 because unlike the IG-227 Hailfire-class droid tank and OG-9 homing spider droid, which would generally avoid civilian targets, the tank droid would simply crush everything in its path with merciless precision.

History

Before the Clone Wars, the tank droid was deployed by the Corporate Alliance against Outer Rim worlds that opposed its development plans or protested against its unfair business practices. It was one of the contributions of the Corporate Alliance to the droid armies of the Confederacy of Independent Systems.

During the Clone Wars, the droid enforcers were equipped with conventional ion cannons and heavy repeating blaster cannons. For special missions, these could be replaced by concussion missile launchers, homing missiles, dumbfire torpedoes, and thermal grenade launchers.

The tank droids were used to accompany larger vehicles such as the Hailfire-class droid tank or OG-9 homing spider droid. In most battles, a pair of NR-N99s would work together to protect a homing spider droid, though three droid tanks were required to adequately defend a Hailfire-class droid tank. The droid enforcer, with its huge central wheel, could also crush to death any unfortunate enemy soldier that got into its path. The Corporate Alliance installed voice modulators into the Persuader-class late in the Clone Wars. A few variants were lucky enough to have passenger space replaced with defensive laser cannon turrets to help destroy enemies if it should be flanked.

The Corporate Alliance tank droids participated in the First Battle of Geonosis, and many other battles during the Clone Wars, such as the Battle of Thule in the Dark Reaper Crisis, although they were lesser used than other Separatist armor. NR-N99s also participated in the Battle of Malastare, but, like every other droid alongside them, were neutralized by the Republic's Electro-proton bomb. Many were deployed at the Battle of Kashyyyk, where, in the role of spearheading an armored assault, they formed the bulk of the Separatist mechanized forces. Towards the end of the Clone Wars, the NR-N99's saw action at the battle at Cato Neimoidia.

The tanks were deployed during a Trandoshan/Confederacy of Independent Systems attack on Kashyyyk and participated in the Rebellion on Felucia.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, all NR-N99 droid enforcers were de-activated.

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

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

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.

The droid tank makes one crushing stride attack, one heavy repeating blaster attack and one ion cannon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDk1YTE2NGMzMzZl","flags":{},"name":"Ion Cannons","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/187_-_NR-N99_Persuader-Class_Enforcer/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 150/300 ft., One target. Hit : 27 (4d10+5) ion damage

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Ranged Weapon Attack +6, Range 120/240 ft., One target. Hit : 27 (4d10+5) energy damage

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.

The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a failed save, the creature falls prone and takes 36 (8d8) kinetic damage. On a successful save, the creature takes half damage and is pushed 5 feet to the nearest space out of the droid's path.If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

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.

The droid moves up to its speed in a straight line towards a structure or construct target. A structure or construct whose space the droid ends its turn adjacent must make a DC 18 Strength saving throw. On a failed save, the structure or construct takes 70 (10d12 + 5) kinetic damage. On a successful save, the droid and the structure or construct both take half damage.

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\"What's a rathtar?\"

\"You want the scientific description? They're big and dangerous and ugly.\"

- Rey and Han Solo

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Twon Ketee

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

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The rathar's movement speed is not reduced while moving with a grappled creature.

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.

The rathtar can use its Consume and then make four flailing arm attacks. Alternatively, the rathtar can make four attacks: two with its grasping tentacles and then two with its bite.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 14 (4d6) acid damage at the start of each of the rathtar's turns. The rathtar's gullet can hold only one Large creature or up to two Medium or smaller creatures inside it at a time. If the rathtar takes 20 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target is grappled (escape DC 16) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has ten arms and can have up to four creatures grappled at a time.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"MjAyYWQxZmRjYWRm","flags":{},"name":"Consume","type":"feat","img":"systems/sw5e/packs/Icons/monsters/107_-_Rathtar/avatar.webp","data":{"description":{"value":"

.

The rathtar moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. The first time the rathar enters a creature's space, the rathtar can make bite attack against that creature. If the attack misses, the creature is pushed 5 feet back or to the side of the rathtar, takes 9 (2d8) kinetic damage, and is knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjMwNTM0NTgxNWMx","flags":{},"name":"Grasping Tentacles","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/107_-_Rathtar/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage.

If the target is a Medium or smaller creature, it must also make a DC 17 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the rathtar. The rathtar has two grasping tentacles.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} -{"_id":"dt1EjGEusnZ9mWLC","name":"IG-227 Hailfire-Class Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":9,"prof":5,"saveBonus":0,"checkBonus":0},"con":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":1,"min":3,"mod":0,"save":5,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":1,"proficient":1,"min":3,"mod":-5,"save":0,"prof":5,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"armor plating"},"hp":{"value":168,"min":0,"max":168,"temp":0,"tempmax":0,"formula":"16d12+64"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":5,"powerdc":13,"powerLevel":0,"bar1":{"value":168,"min":0,"max":168},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"Hoop-wheeled tanks roared past the droids, stirring up clouds of red dust.\"

- Bultar Swan

ManufacturerHaor Chall Engineering
ClassWheeled droid tank
Cost60.000 credits
Length8,5 meters
Height8,5 meters
Sensor colorRed
Plating colorBrown and silver

The IG-227 Hailfire-class droid tank, also known simply as the hailfire droid, wheel droid, or simply Hailfires, was a model of droid tank manufactured by Haor Chall Engineering that was used by the InterGalactic Banking Clan and Confederacy of Independent Systems during the Clone Wars as well as the Alliance to Restore the Republic during the Galactic Civil War.

Description

\"Twin laser blasters mounted under the IG-227's chin gave it a fighting chance to get back to its base and reload for another barrage.\"

- The B1 battle droid R0-GR

Able to roll rapidly into action, the IG-227 Hailfire-class droid tank was an armored missile platform easily identified by its treaded, hoop-like drive wheels 8.5 meters in diameter capable of moving it at intimidating speeds that was best used to destroy enemy vehicles. Also known as wheel droids due to their maneuverability and speedy drive systems, their light armor plating, brown and silver in color, made them fast at the cost of making them vulnerable to infantry attacks. Their red photoreceptor \"eye\" could lock on to both land and air targets at impressive distances, greatly improving the range of their missiles.

Hailfire droids were equipped with two racks of missile launcher pods on either side of their heads, each carrying 15 guided missile warheads that left behind a trail of black exhaust when fired. These projectiles were effective against stationary or slow-moving targets on terrain where blaster weapons were unusable due to a lack of clear lines of sight, with a single warhead being capable of destroying an Low Altitude Assault Transport/infantry or an All Terrain Tactical Enforcer. The missiles were most effective at ranges less than a kilometer and followed deliberately swerving, evasive trajectories, and when they were depleted, a hailfire droid was forced to rely upon its twin chin-mounted blasters.

History

Manufactured by Haor Chall Engineering, the hailfire droid was originally commissioned for construction by the InterGalactic Banking Clan prior to the Clone Wars for the intended purpose of debt collection in the IG-series battle droid army. During the Separatist Crisis, the Muunilinst Banking Clan donated its hailfire droids to the Confederacy of Independent Systems, which fought as part of the Separatist Droid Army during the First Battle of Geonosis, the opening battle of the Clone Wars in the year 22 BBY. 4,100 units were deployed by Techno Union Hardcell-class interstellar transports, and continued to see use as one of the most common CIS vehicles until at least nine months into the conflict.

During the war, hailfire droids were given blue coloring, the color commonly used on Separatist equipment, and hailfires were used in a battle on Murkhana. However, despite its powerful prescience on the battlefield, the hailfire droid's use was short-lived because it carried a limited amount of missiles, and it was soon replaced by the NR-N99 Persuader-class droid enforcer. Despite this, General Grievous' flagship, the Invisible Hand, had hailfire droids were among four hundred and forty other vehicles stowed during the Battle of Coruscant in 19 BBY. A major corridor on the ship was wide enough for a hailfire droid. During the Galactic Civil War fought decades later, hailfire droids were adapted by Alliance to Restore the Republic to feature weaponry capable of destroying turrets as well as vehicles. The Rebellion also retrofitted some for increased effectiveness in sub-zero temperatures.

The Z-Gomot Ternbuell Guppat Corporation's TSMEU-6 personal wheel bike was an offshoot of the hailfire droid.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":14,"powerLevel":0,"xp":{"value":11500},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"darkvision 120 ft., passive Perception 10","languages":{"value":[],"custom":"Binary, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"per":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","token":{"flags":{},"name":"IG-227 Hailfire-Class Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"dt1EjGEusnZ9mWLC","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":168,"max":168},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NDQ1ZDRlYTY1YTIy","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YTVjYThjNTY0NmY2","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The droid tank makes two medium laser cannon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZGU0NmNhYWM0Nzcx","flags":{},"name":"Crushing Stride","type":"feat","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

.

The droid tank moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid tank enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the droid tank's path . On a failed save, the creature falls prone and takes 28 (8d6) kinetic damage. If the droid tank remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid tank. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NWYyODg0MWFmMGIy","flags":{},"name":"Medium Laser Cannon","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 100/400 ft., One target. Hit : 20 (3d10+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NjFkOWI3OWM5Mzcx","flags":{},"name":"Missile Launchers (10/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

.

The droid tank launches three missiles at points within 240 feet of it that it can see. Each creature within a 10-foot radius sphere of each point must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire and 21 (6d6) kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 21 (6d6) fire and 21 (6d6) kinetic damage if they fail the save by 10 or more.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000}]} -{"_id":"e4ym0T89Zi0b4gvg","name":"Ghest","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":104,"min":0,"max":104,"temp":0,"tempmax":0,"formula":"11d12+33"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":60,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":104,"min":0,"max":104},"bar2":{"value":14,"min":0,"max":0}},"details":{"biography":{"value":"

\"Can we shoot it?\"

\"Yes. But it is notoriously difficult to get off a lethal shot before a ghest bites you in half.\"

―Luke Skywalker and Taneetch Soonta — Quote-audio Listen (file info)

Skin colorGreen
Eye colorPale
Distinctions
  • Serpentine body
  • Pale, round eyes
  • Sharp teeth
Homeworld
Rodia
HabitatJungle Swamps
Diet
  • Birds
  • Herbivores

Ghests were a predatory serpentine species native to the jungle swamps of the planet Rodia. With long, green bodies; claws; and sharp teeth, they preferred to ambush prey on swamp shorelines by pouncing on them from the water, rarely if ever hunting on land. Ghests were occasionally hunted by teams of the sentient Rodian species native to their homeworld, although the hunting parties usually sustained casualties, and the practice had become less common by the time of the Galactic Civil War. The Jedi Luke Skywalker and the Rodian Taneetch Soonta encountered and killed a ghest on Rodia while trying to visit the mausoleum of the Jedi Knight Huulik.

Biology and appearance

\"They're large creatures that like to move quietly in the water before erupting to pluck food off the shorelines, especially herbivores and birds, and we just flew down from the sky to land at the shore—\"

―Taneetch Soonta describes ghests, before being cut off as one attacks

Ghests were a large species of predator native to the planet Rodia. They were capable of movement on land and in water, though their speed was far greater in the latter. Ghests possessed a long serpentine body covered in green scales and had powerful arms ending in clawed hands with four digits. Their heads included a mouth full of sharp teeth and two pale, round eyes. Ghests were strong enough to toss speeder bikes short distances with their arms. They were capable of roaring and hissing.

Behavior

\"It's technically possible but highly doubtful. Ghests are much slower on land and perceive that as a weakness. They prefer the quick strike.\"

―Taneetch Soonta expresses her doubt about being attacked by a ghest on land

Ghests' prey usually consisted of birds and herbivores. The creatures lived in the jungle swamps of their homeworld, Rodia. When hunting, ghests preferred to ambush their prey by moving quietly through the murky swamp water before striking at creatures on the shore. They rarely hunted on land, as they were far slower out of water and perceived such slowness as a weakness, preferring to strike quickly. Ghests were intelligent enough to learn from their mistakes, knowing not to attack targets that they had already found inedible. When frustrated, ghests would roar. They were capable of hibernating for extended periods of time.

History

A dangerous prey

\"They are not hunted so often as they used to be, but when they are, they are hunted in teams, and those teams often return with a dead ghest and at least one dead Rodian.\"

―Taneetch Soonta

The sentient Rodian species of Rodia hunted ghests in teams, although by the time of the Galactic Civil War between the Galactic Empire and the Alliance to Restore the Republic, ghest hunts had become less frequent. Hunters faced notorious difficulty in getting a kill shot on a ghest before the creature bit them in half, resulting in many ghest-hunting parties sustaining at least one casualty. At least one ghest ended up as a specimen in the Shadow Stacks collection of the Graf Archive on the moon Orchis 2. One student hoping to become an archivist examined the ghest under the belief that it was mummified but realized he was in danger when it turned out to have simply been hibernating.

Hunting at Huulik's mausoleum

\"Your odds of ensuring the ghest has to eat a lightsaber before it eats you are pretty good.\"

―Taneetch Soonta encourages Luke Skywalker to slay a ghest

Shortly after the Battle of Yavin, the Jedi Luke Skywalker and the Rodian Taneetch Soonta encountered a ghest in the jungles of Rodia while trying to visit the mausoleum of Soonta's uncle Huulik, who had served as a Jedi Knight during the Clone Wars. The pair landed on a swamp shoreline near the mausoleum on a pair of speeder bikes, one of which the ghest pounced upon after the travelers had dismounted. The beast lifted the vehicle and bit down upon its steering vanes before realizing it could not eat the bike, which caused it to roar in anger and hurl the speeder into a nearby rock shelf. With the bike destroyed, the ghest stared and hissed at Skywalker and Soonta before retreating to the water.

The two then made their way to the mausoleum, where Soonta recovered Huulik's lightsaber from her uncle's sarcophagus and gifted it to Skywalker, who had revealed he wished to become a Jedi Knight. Upon Soonta's encouragement, Skywalker returned as bait to the water's edge with both his own and Huulik's lightsaber drawn. After a moment of waiting, Skywalker questioned if the beast had simply left, but the ghest pounced immediately after from the Jedi's left. Skywalker swung one of his sabers at the predator and decapitated it, but not before its teeth had sunk into his shoulder. After the separated head was removed from Skywalker's shoulder, Soonta captured images of its corpse and the destroyed bike before the pair left the jungle so that Skywalker could get to an infirmary.

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

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The ghest can hold its breath for 30 minutes.

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The ghest can make two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 21 (3d10+5) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the ghest can't bite another target.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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The ghest makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the ghest, and it takes 10 (3d6) acid damage at the start of each of the ghest's turns. The ghest can have only one target swallowed at a time. If the ghest takes 25 damage or more on a single turn from a creature inside it, the ghest must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the ghest. If the ghest dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"Ah, these pit droids. You gotta tell 'em what to do every minute!\"

- Watto

ManufacturerServ-O-Droid
ClassMaintenance droid
Degree2nd degree droid
Width1,19 meters
Mass35 kg
GenderMasculine programming
Sensor colorBlack

A DUM-series pit droid, or simply called a pit droid, was a droid manufactured by Serv-O-Droid, Inc. and constructed in large quantities on Cyrillia by the native Cyrillians for use in labor, repair and light construction. They were also associated with repairing podracers at podracing events.

Characteristics

Pit droids stood at a relatively diminutive 1.19 meters tall and came in many different colors. Their most remarkable feature was their immense strength, able to carry objects many times their own size or weight. This enabled them to repair automata such as Podracers at a remarkable pace. Their skeletal design and long, thin limbs were dwarfed by their broad-flared, dome-shaped heads. In the center of their head was a large, round photoreceptor equipped with multi-spectrum scanners. The photoreceptor could detect microscopic damage in metals and other solids.

The DUM-series worked best in large groups, and had built-in comm systems that allowed them to communicate with those in their unit. The antenna on their disk shaped heads served to transmit directions to other droids, allowing a group of droids to collaborate on a project more efficiently and thereby expediting its completion. Their immense strength would make a malfunctioning (or unattended) unit extremely hazardous, possibly resulting in significant damage. The most hazardous of these was a damaged ON/OFF button, the risk of which caused many owners to keep ion blaster on hand as a precautionary measure. If a unit was past the brink of repair they would need to be disposed of, almost always resulting in the disintegration of the unfortunate droid.

Pit droids could compress themselves into a compact, box-shaped package. A tap on their photorecepter would signal them to return to their upright position, and vice-versa. There were also launchers specifically made to automatically decompress and release individual pit droids, one at a time.

History

Mass-produced by Serv-O-Droid, Inc. in factories on Cyrillia, the DUM-series droids were commonly used in garages across the galaxy during the days of the Galactic Republic. In production for several decades, the DUM-series garnered criticism in the press due to their reputation as poorly programmed. Clumsy and hapless, the droids were cheaply made and often were recycled rather than repaired. Despite the criticism, the DUM-series droids were capable within their narrow range of abilities.

While being much maligned in the press, the droids were popular in the Outer Rim, even during the Galactic Civil War. They had seen much use on Tatooine in Watto's Shop and at the Boonta Eve Classic working on podracers, though a handful were also purchased by Aneesa Dym to make repairs to her ship, the Dusty Duck. When Jar Jar Binks visited Watto's Shop in 32 BBY, he accidentally activated a dormant pit droid, although he quickly turned it off when Anakin Skywalker informed him to hit it in the nose.

During the Boonta Eve Classic of 32 BBY while the racer Ody Mandrell had his pod in a pit-stop, a single DUM-series pit droid was sucked into the engine and thrown out the opposite end of the engine. The droid \"survived,\" (even letting out a cheer of excitement) but Ody's engine did not, costing him the race. Pit droids would also be used to scavenge any reusable rubble from podracers that had blown apart. This action could be quite hazardous, as the droids were likely to be destroyed by functional podracers that were still running the course; the low cost of an individual unit made the loss of a single droid worth the risk.

In 22 BBY, the first year of the Clone Wars, several pit droids assisted Corporate Alliance Magistrate Passel Argente on unloading much of the Magistrate's treasure in Lessu, the capital city of Ryloth. Another pit droid, WAC-47, was assigned to D-Squad, after serving Commander Neyo of the 91st Mobile Reconnaissance Corps, which was formed to steal a Separatist encryption module during a mission.

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

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The droid comes with proficiency in three tools, chosen when it is crafted.

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While you are interfaced with this droid via the tracker droid interface tech power, whenever you make an ability check using tools with which the droid is also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

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The droid counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.

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The first time the droid would drop to zero hit points, the droid can instead remain at one hit point and temporarily deactivate and fold up into a tougher, immobile form. While turtled, the droid has an AC of 14, and is considered paralyzed. The creature interfaced with this droid can use a bonus action to restore this droid to it's unturtled condition.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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As an action, the droid can expend one use of a repair kit to restore 2d4+2 hit points to a droid or construct within 5 feet.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan deals an extra 3 (1d6) damage when it hits with a melee weapon attack (included in the attacks).

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When the trandoshan reduces a creature to 0 hit points with a melee attack on its turn, it can immediately move up to half its speed and make a vibrosword attack.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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The trandoshan makes three attacks with its sword or slugthrower.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 7 (1d8+3) kinetic damage

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.

The trandoshan sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking 7 (1d8 + 3) kinetic damage on a failed save, or half as much on a successful one.

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\"They're the most heavily armored ground vehicles in the Imperial Army.\"

\"...so what you're saying is that you have a thorough knowledge of just how screwed we are.\"

- Thane Kyrell and Yendor, just before the Battle of Hoth

Manufacturer
  • Kuat Drive Yards
  • Kuat-Entralla Drive Yards
  • Imperial Department of Military Research
  • Imperial Robotics Construction Facility Ice Station beta 
ClassCombat walker
Length20 meters
Height22,5 meters
Cargo capacity1 ton

The All Terrain Armored Transport (AT-AT) was a four-legged combat walker used by the ground forces of the Galactic Empire, and the First Order. With the Imperial-class Star Destroyer, stormtroopers and the TIE fighter, it was one of the most famous symbols of the Empire's military might.

Models

Early model

This model was used against the early rebellion.

Later model

This model was used during the Galactic Civil War.

Elite AT-AT

This was a more heavily armored variant with a darker color scheme.

First Order AT-AT

This was an updated version of the AT-AT used by the First Order.

History

Age of the Empire

\"I heard of these. Imperial armored transports. Giant four-legged things that were used to keep the peace on conquered worlds.\"

- Scoggan, to Davjan Igo upon entering the ruins of an AT-AT

The AT-AT walker was developed during the Clone Wars and used in the Imperial Army, the ground forces of the Galactic Empire. It was the successor of the All Terrain Tactical Enforcer that also saw use during the Clone Wars, although it constituted a far more imposing example of walker technology. Heavily armored and awe-inducing, the AT-AT positioned itself as the standard of Imperial firepower on the battlefield.

In 14 BBY, the Jedi Padawan Cal Kestis hijacked one AT-AT on the planet Kashyyyk.

In 4 BBY, the Imperial Security Bureau Agent Kallus led three early AT-AT walkers on an assault on the desert planet of Seelos against the Spectres and three retired clone officers aboard an AT-TE.

AT-ATs were used again in 3 BBY against the Spectres, when Princess Leia Organa arrived on the planet to give the Ghost's crew three Sphyrna-class corvettes. Two walkers were deployed to patrol the transports' landing platform, which were formally on Lothal to offer supplies to citizens impacted by the rebel efforts. When the rebels tried to steal the corvettes, the Ghost started firing on the AT-ATs. Four proton torpedos were not powerful enough to destroy one of the walkers, and it was necessary for Kanan Jarrus to use his lightsaber to cut its legs, toppling it. The second one was knocked down by the engines of the last Hammerhead, piloted by Ryder Azadi.

In 2 BBY, Lieutenant Yogar Lyste deployed two AT-AT walkers, Walker 271 and Walker 414, to combat an attack on the east gate of the Imperial Armory Complex by members of the Lothal resistance led by Ryzder Azadi. The rebels Kanan, Ezra Bridger, and Chopper escaped in the stolen AT-DP Walker 216. However, Grand Admiral Thrawn realized that the rebels had hijacked the AT-DP walker and ordered his AT-ATs to crush them. One of the AT-AT walkers proceeded to crush the AT-DP under its heavy body but the rebels managed to use their lightsabers to cut their way aboard. Morad Sumar also fired a rocket which hit one of the walker's legs. After knocking out the AT-AT pilots, the two climbed out and escaped with Ryder's cell into the wilderness.

Thrawn then deployed four of these during the battle on Atollon. Jedi survivor Kanan Jarrus then destroyed one with his lightsaber. The Bendu then destroyed two of the AT-AT walkers. However, the last one shot Bendu down from the sky.

Galactic Civil War

\"That armor's too strong for blasters. Rogue group, use your harpoons and tow cables. Go for the legs; it might be our only chance of stopping them.\"

- Luke Skywalker, during the Battle of Hoth

Around the time of the Battle of Yavin, a new AT-AT model was introduced. At this time, the Alliance to Restore the Republic stole a number of AT-ATs and provided them to Saponza's Gang.

During the Rebel assault on the Imperial weapons factory moon of Cymoon 1, a group of Rebels led by Han Solo and Leia Organa stole an AT-AT from Weapons Factory Alpha. They used the walker to escape from the factory after they sabotaged its main power core to explode. During their escape, Solo fired a shot that nearly killed the Sith Lord Darth Vader, using the AT-AT's powerful quad laser cannons. Soon after, Vader managed to overtake the Rebels in their escape and cut down the massive walker's back left leg. The AT-AT fell tremendously and its passengers barely escaped the wreckage before fleeing Cymoon 1 entirely for the safety of the Alliance Fleet.

Battle of Hoth

During the Battle of Hoth, General Maximillian Veers led a squadron of at least five AT-ATs on the icy fields of Hoth to knock out the shield generator that protected Echo Base, the Rebel headquarters. The triumph of Veers' squadron allowed the Imperials to invade Echo Base and rout the Rebels, striking a major blow in the war. However, the battle also revealed that the AT-ATs could be toppled by a cable wrapped around their legs. Although that weakness had been used effectively by the Alliance on Hoth, the Empire continued to use these mechanical behemoths in the later stages of the war, and at least 1 was present on Endor prior to the Battle of Endor.

Shortly after the battle of Endor, the rogue agents of Inferno Squad Iden Versio and Del Meeko used an AT-AT in order to escape Vardos, during Operation: Cinder. In 5 ABY, at least one AT-AT walker was stationed at Camp Sardo on the planet Kashyyyk. During the Liberation of Kashyyyk, several Wookiee guerrilla fighters, including Kirratha, hijacked the AT-AT walker and threw out the crew. Later, AT-ATs were deployed against New Republic forces during the Battle of Jakku.

Rise of the First Order

Decades after the war, a young scavenger named Rey used one of the downed AT-ATs, designated Hellhound Two, as her home on Jakku.

The First Order used an updated version of the AT-AT as an escort to its newer AT-M6s.

","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":19,"powerLevel":0,"xp":{"value":22000},"source":"Roll 20","race":"","class":""},"traits":{"size":"grg","di":{"value":["poison","necrotic"],"custom":""},"dr":{"value":["psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["poisoned","frightened","petrified","restrained","stunned","prone","blinded","charmed"],"custom":"Incapacitated, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","token":{"flags":{},"name":"AT-AT","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/token.webp","tint":null,"width":4,"height":4,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":20,"brightSight":20,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"fHeFFnIr1asPW619","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":330,"max":330},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2I4YmVmMDQ1ZjY0","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YjMxZTQxYjgzZGM1","flags":{},"name":"Heavy Durasteel Armor","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The outer layer of the AT-AT is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 30 points, the AT-AT takes no damage from that attack. If the AT-AT takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTA0YzM3NjQwZWJk","flags":{},"name":"Piloted","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZWU3MTJlZWU1ZmVk","flags":{},"name":"Towering","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

Creatures of Large size or smaller can stand in the AT-AT's space.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZDAzMDBjNGM4YTI1","flags":{},"name":"Troop Transport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The AT-AT can transport a maximum of 40 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-AT.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NWFlZjM2NTRkNmU1","flags":{},"name":"Vulnerable Interior","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The AT-AT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"OGQxNjAwOWZjMTEw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The AT-AT can use its Frightful Presence. It then makes three attacks: one with its laser cannon volley and two with its medium repeaters.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZTYyMTc5NDFhYjRh","flags":{},"name":"Laser Cannon Volley","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

The AT-AT chooses a point within 320 ft and lets loose a blast from each of its heavy laser cannons that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 16 Dexterity saving throw, taking 54 (12d8) energy damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZjE4NWVmYzc0Y2Iy","flags":{},"name":"Medium Repeaters","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 240/360 ft., One target. Hit : 22 (4d10) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":240,"long":360,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"ZmE1NmEwYmVmMTE4","flags":{},"name":"Stomp","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

All creatures standing within the AT-AT's space or within 5ft of it must make a DC 20 Dexterity saving throw, taking 78 (12d12) kinetic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OWM3OTMxNWRhYjRl","flags":{},"name":"Frightful Presence","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

Each creature of the AT-AT's choice within 240 feet of the AT-AT and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-AT's Frightful Presence for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"NTEwNWUxMDNlODlj","flags":{},"name":"Stomp","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

The AT-AT makes a stomp attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZjUxNmM0OGI2ZmNh","flags":{},"name":"Repeating Blasters","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 240/360 ft., One target. Hit : 22 (4d10) energy damage.

The AT-AT makes a single attack with its medium repeaters.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":240,"long":360,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"MTk3YjA4MmViNzkz","flags":{},"name":"Deploy Troops (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

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The AT-AT mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers and 1 74-Z speeder bike. These troops appear in any unoccupied spaces within 10 feet of the AT-AT.

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DesignationNon-sentient
ClassificationAmphibian
Skin color

Brownish-white

Eye colorYellow
Distinctions

10- centimeter-thick skin

Homeworld
Metellos
Habitat
Sewage
Diet

Carnivorous

The steep were a species of non-sentient amphibians native to the planet Metellos. Possessing ten-centimeter-thick skin, they dwelt in the sewage-filled seas of the planet, bobbing on the surface of the waters. At night, the carnivorous steeps wandered the alleyways of Metellos' settlements, searching for children to eat.

Biology and appearance

Steeps stood on four spindly legs, each of which ended with a webbed foot, and were capable of walking on land. The carnivorous amphibians were protected by a tough, rubbery hide of ten-centimeter-thick, brownish-white skin. Although their heads were large, their brains were small. A steep's mouth stretched from one side of the head to the other, with two eyes located on purple stalks protruding from the tops of their heads. Similarly purple-colored growths extended down the backs of the species.

Behavior

Designated as non-sentient, steeps were known for their lack of intelligence and, when fighting an adversary, would continue attacking relentlessly until they themselves had been killed. Steeps were named after their habit of \"steeping\" themselves in the sewage-filled waters of their homeworld Metellos' seas. The amphibians were frequently seen floating on the surface of the water. Steeps were known to roam down Metellean alleyways at night seeking children, whom they swallowed as food.

History

Steeps were native to the Core Worlds planet of Metellos, discovered prior to the formation of the Galactic Republic. The sewage that built up in the seas as the planet was urbanized gave steeps a suitable habitat, while the increasingly dense population provided an ample food source.

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The steep can breathe air and water.

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At the start of its turn, the steep can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the steep can't bite another target.

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DesignationNon-sentient
Average height0,5 - 1,2 meters
Distinctions
  • Bipedalism
  • Pointed tail
  • Horn-like appendages
Homeworld
Tatooine
Habitat
City outskirts

The scurrier was a rodent native to Tatooine, and was considered a pest by the locals of Mos Eisley, Mos Espa and Mos Gamos. Scurriers had horns on their heads. Those of a male were thick and curved, while those of a female were thin and straight.

Characteristics

Scurriers were small omnivores with an appetite for garbage. They would scavenge in trash heaps in search of food and material for their nests. They were known to find their way aboard docked freighters and transports, thus propagating the scurrier population across the galaxy; they were even found on stations like Outland Transit Station. Worse, scurriers had a penchant for picking apart machinery, a trait that was hardly welcome on a cargo- or passenger-filled transport.

Apart from this dangerous habit, scurriers posed only a marginal threat to sentients. Though they would fiercely defend their territory, scurriers usually fled at the first sign of danger (say, a passing landspeeder), able only to call upon a high-pitched squeak and a painful bite to use against advancing predators like anoobas and womp rats. Their bite sometimes carried an unusual disease known as Scurrier Disease. In spite of this, scurrier tips were a Hutt delicacy, referred to as \"scuzzi spits\" in their language.

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The scurrier has advantage on Wisdom (Perception) checks that rely on smell.

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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ManufacturerColicoid Creation Nest
ClassBattle droid
Height1,83 meters
Sensor colorRed

The grapple droideka, or Melee Destroyer Droid, was an early variation of the Trade Federation droideka, developed as the ultimate melee unit, and was unit used during their Invasion of Naboo in 32 BBY. A trio guarded a Royal Naboo Security Forces pilot in the Theed Royal Palace. The Melee Destroyer Droid was tougher than the standard droidekas but utilized weaker shields. The primary weapon of the grapple droideka (known simply as the \"droideka,\" at the time) was its lethal mechanical claws. This model was similar to the P-series droidekas, which used deadly repeating blasters to more efficiently eliminate opponents and carried stronger deflector shield generators.

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

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As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

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The destroyer droid adds 2 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

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The destroyer droid makes two weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage.

The target is grappled.

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The destroyer droid tears apart a grappled opponent. A grappled creature must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6+4) kinetic damage and is stunned until the end of the destroyer droids' next turn. On a success, the creature takes normal weapon damage.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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As a bonus action, the trandoshan can take the Dash and Hide actions on each of his turns.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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If the trandoshan fails a saving throw, it can choose to succeed instead.

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As a bonus action, the trandoshan can switch the firing mode of his mortar gun between a blaster and a grenade launcher.

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The trandoshan can roll his next ranged attack with advantage.

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The trandoshan regains 15 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan's ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls.

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As a reaction when the trandoshan takes at least 20 damage from a melee attack, it can move up to its speed without provoking opportunity attacks. Additionally, if it's Dioxus Grenade ability is available the trandoshan can choose to drop a grenade where it was before its movement. The dioxus grenade detonates after the trandoshan has completed his movement.

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.

The trandoshan makes three claw attacks. Alternatively, it can make two ranged attacks with its mortar gun (blaster form only).

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d6+6) kinetic damage

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Ranged Weapon Attack +9, Range 100/400 ft., One target. Hit : 14 (1d12+8) energy damage

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Ranged Weapon Attack +9, Range 30/60 ft., One target. Hit : 13 (1d10+8) kinetic damage.

Hit or miss, the target and every creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage.

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.

The trandoshan throws a dioxus grenade, choosing a point within 45 ft., exploding in a 15 feet sphere. The fog lasts 1 round and the area is heavily obscured. When a creature enters the poison's area or starts its turn there, that creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned.

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.

The trandoshan uses its Dioxus Grenade action. If it is unavailable, the trandoshan can roll to try and recharge it, using the grenade upon a successful recharge.

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.

The trandoshan makes one mortar gun attack.

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.

The trandoshan can move up to its speed without provoking opportunity attacks.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yorik-Kul, or surge-coral in Galactic Basic Standard, is\nan organic device used by the Yuuzhan Vong and\nimplanted into slaves, which then allow the slave to\nreceive mental commands from a yammosk or a\ndhuryam. This, however, comes at a cost, since the\nwearers will eventually lose their sentience and\nbecome mindless beings. Slaves that have lost their\nminds are used as cannon fodder to absorb blaster re\non the battleeld. Surge-coral also causes its wearers\nto grow thin and vanish in the Force. Eventually, the\nShapers developed surge-coral that is less detrimental\nto the slaves, which only causes pain instead of turning\nthem into drones. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If damage reduces the slave soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the slave soldier drops to 1 hit point instead.

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The slave soldier is linked to a Yammosk or a Dhuryam that gives it orders during combat.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The slave soldier makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

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

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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\"What… is that?\"

\"It… looks like a probe droid?\"

- Ezra Bridger and Sabine Wren

ManufacturerArakyd Industries
ClassSeeker
Degree2nd class droid
Cost4.500 credits
Sensor colorRed
Plating colorBlack

ID9 seeker droids, also called Parrot Droids or Mimic Droids, were a model of seeker droids that resembled the Viper probe droids manufactured by Arakyd Industries. The body of ID9 seekers consisted in a half-hemisphere dome with a red photoreceptor. Attached to that dome were five articulated, tentacle-like limbs that ended in pincers. The ID9s were outfitted with electro-shock prods that allowed them to harm organic lifeforms and incapacitate mechanical beings. They were capable of imitating the sounds of other droid models, and had two locomotions modes: hovering and crawling. The Seventh Sister, a member of the Galactic Empire's Inquisitorius, employed a small army of such seekers in her efforts to capture Jedi and insurgents. The successor of the ID9, the ID10 seeker droid, was used by Inferno Squad.

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\"Look, good against remotes is one thing. Good against the living? That's something else.\"

- Han Solo to Luke Skywalker

ManufacturerIndustrial Automaton
ClassRemote training droid
Height0,15 meters

The Marksman-H training remote, often referred to as a remote, was a type of droid used to train its user how to properly deflect blaster bolts with a lightsaber.

Description

Quick and unpredictable, they had multiple power levels, including lethal and sting. They were also capable of being programmed for defensive purposes.

History

The Jedi Order used remotes to train Jedi younglings during the waning days of the Galactic Republic. During the reign of the Galactic Empire, the Imperial Army was known to use them as drones.

En route to the planet Alderaan, burgeoning Jedi Luke Skywalker practiced against a Marksman-H remote, using his father's lightsaber. Though initially unable to block the remote's fire, he learned to rely on the Force when his mentor, Jedi Master Obi-Wan Kenobi, challenged Skywalker by blocking his sight. Several decades later, rogue stormtrooper Finn happened upon a Marksman-H remote, stored in a brown bag, while looking for bandages to treat the injured Wookiee Chewbacca.

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

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The droid deals only non-lethal damage.

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While you are interfaced with this droid via the tracker droid interface tech power, when your droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

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Ranged Weapon Attack +5, Range 10/30 ft., One target. Hit : 1 (1) energy damage

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DesignationNon-sentient
Average Height1 meter
Homeworld

Dantooine

Kath hounds were about the size of a large dog, fur-covered, and each limb ended in four hoofed digits. They were generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, were also popular pets on Coruscant.

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, Revan encountered one of these on his exploration on Dantooine.

When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.

It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hounds were knocked out this way.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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If the hound moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hound can make another attack with its tusks against it as a bonus action.

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The scout deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The scout makes two weapon attacks and throws an electrostun grenade, if available.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 10 (2d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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.

The scout throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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Ugnaught

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Diminutive, porcine humanoids who have pink skin,\nupturned noses, white hair, and thick layers of jowls,\nUgnaughts are considered one of the hardest-working\nspecies in the galaxy. Some have tusks that they use in\nblood duels. They are strong and resilient, and their\nlife-spans reach up to more than 200 standard years.\nThey notably ate genteslugs. Ugnaughts evolved on\nGentes, a planet located in the Anoat sector of the\nOuter Rim Territories. However, throughout history,\nmany were sold into slavery and taken to new worlds\nto work as slaves or indentured servants. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (Ugnaught)","environment":"","cr":2,"powerLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["acid"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60ft, passive Perception 10","languages":{"value":[],"custom":"Galactic Basic, Bocce, Jawa, Ugnaught"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":1,"ability":"cha","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","token":{"flags":{},"name":"Ugnaught Boss","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"hZFTNJOx3i6PvHBM","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":81,"max":81},"bar2":{"value":15,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NGRhNzY3M2FiOTM4","flags":{},"name":" Aura of Command","type":"feat","img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","data":{"description":{"value":"

Friendly creatures that it can see and hear the Ugnaught Boss within 30 feet of it add a +1 bonus to their attack and damage rolls. This e\u0000ect ends if the o\u0000cer is incapacitated.

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The Ugnaught Boss is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with power attacks, 17 tech points).

The Ugnaught Boss knows the following powers:

At-will: Acid Splash, Cryogenic Burst, Mending, On/Off

1st-level: Flash, Kolto Pack, Repair Droid, Smoke Cloud

2nd-level: Acid Dart, Lock, Smuggle

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MGI3ODgyNWVkNDk4","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Ugnaught Boss makes two weapon attacks.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Kolkpravis Khan makes three melee attacks with its Lig Sword or its Greater Shoni Spear.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage plus 4 (1d8) kinetic damage.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +6, Range 20/60 ft., One target. Hit : 9 (1d10+4) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +6, Range 30/120 ft., One target. Hit : 6 (1d6+3) kinetic damage.

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For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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DesignationNon-sentient
ClassificationReptile
Average lengthUp to 1 meter
Eye ColorRed
Distinctions
  • Four winged
  • Endothermic

Homeworld
  • Tatooine
  • Malastare
HabitatDesert
DietCarnivore

Vicious, medium-sized, hematophagous flying reptomammals, skettos dwelled in the caverns of Tatooine. Only emerging when light conditions were at their lowest, these four-winged beasts possessed excellent twilight vision to assist in the consumption of airborne insects. Skettos fell into the reptomammal class, being warm-blooded and giving live birth to a single offspring at a time.

The most horrifying part of a sketto's life was its tendency to swarm with others of its kind to suck the blood of large, sleeping mammals. Their large, frightening teeth helped to puncture the toughest of hides, and legend had it that a sketto swarm could suck a sleeping dewback dry overnight. Despite being a reptomammal, they bled green blood.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The sketto attaches to the target. While attached, the sketto doesn't attack. Instead, at the start of each of the sketto's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. Droids and constructs are immune to this effect. The sketto can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sketto.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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When the Jedi survivor takes the dodge or disengage action, it can make an attack as a bonus action.

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The Jedi survivor is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 35 force points.

The Jedi survivor knows the following

force powers:

At-will: force push/pull, force disarm, give life, guidance,

saber reflect, turbulence

1st-level: burst of speed, cloud mind, heal, project, valor

2nd-level: calm emotions, force barrier

3rd-level: knight speed, sever force

4th-level: force immunity, improved force camouflage

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Once per turn, when the Jedi survivor hits with an attack, it can spend 1 force point and choose one of the following additional effects:

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The Jedi survivor adds 1d6 to its AC against one attack of its choice until the start of its next turn.

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The Jedi survivor can roll 1d6 and add it to the damage of the triggering Kinetic Combat attack.

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The Jedi survivor's speed increases by 5x1d6 until the end of its current turn.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OGFiNWMzYjMwMGFh","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Jedi survivor makes three attacks or it casts a force power and makes one attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"NTkwYjMyMzVmMjYx","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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.

The Jedi survivor makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 17 Dexterity saving throw, taking 8 (1d6+5) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000}]} -{"_id":"i2ES7nvUr7XikRSO","name":"**Jedi Padawan Urchin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"16 with battle precognition"},"hp":{"value":66,"min":0,"max":66,"temp":0,"tempmax":0,"formula":"12d8+12"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":66,"min":0,"max":66},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

","public":""},"alignment":"Chaotic Light","species":"","type":"humanoid","environment":"","cr":3,"powerLevel":0,"xp":{"value":700},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 15","languages":{"value":[],"custom":"Galactic Basic, Binary"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":1,"ability":"cha","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":1,"ability":"cha","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","token":{"flags":{},"name":"Jedi Padawan Urchin","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"i2ES7nvUr7XikRSO","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":66,"max":66},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NmQ3OWU5MjdmMTAz","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

Forcecasting. The jedi urchin is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 13, +5 to hit with force attacks) and it has 19 force points.

The

jedi urchin knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump,

heal, project

2nd-level: battle meditation, force confusion, phasewalk

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YTc5MjQ1NTA0MTNj","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OThiZjRlNzRkMmE0","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MmVkYjk0NmE3NGUy","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The jedi urchin makes two melee attacks or two ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2VjZDNiNzk1M2Qw","flags":{},"name":"Shotosaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"ODI2MTY0NDY1ZmI5","flags":{},"name":"Hilt Blaster","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NjBjMDY0MDBiZDIz","flags":{},"name":"Stunning Bolt (recharge 5-6)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

.

The target must make a DC 13 Constitution saving throw or be stunned. The target can repeat the save at the end of their turn, ending the effect on a successful save. Creatures that have successfully saved against this have advantage on subsequent saving throws forced by this ability.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000}]} -{"_id":"i5eq0RpFyoAzxgid","name":"B1 Series, B1-X","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"armor plating"},"hp":{"value":16,"min":0,"max":16,"temp":0,"tempmax":0,"formula":"3d8+3"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":16,"min":0,"max":16},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

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

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When a creature the battle droid can see targets it with an attack, the battle droid chooses another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The Duros has advantage on saving throws against poison.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MjM1MDE1MTI2ZjZh","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

If the Duros fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODc5NDI0NzMyYjAw","flags":{},"name":"Strong-Willed","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

The Duros has advantage on saving throws to resist being Charmed or Frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDFhNWI4ZGJmM2Ex","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

The Duros is a 16th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with power attacks).

The Duros has 36 tech points and knows the following tech powers:

At-will: assess the situation, electroshock, encrypted message,

jet of flame

1st level: element of surprise, energy shield, expeditious

retreat, holographic disguise

2nd level: infiltrate, paralyze humanoid, shatter, translocate

3rd level: explosion, fabricate trap, sabotage charges

4th level: cloaking screen, salvo

5th level: override interface, paralyze creature, toxic cloud

6th level: disintegrate, programmed illusion

7th level: delayed explosion

8th level: incendiary cloud

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MzdmOTU4YTZjNzZh","flags":{},"name":"Tech Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

The Duros has advantage on saving throws against tech powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZmU0YzA4NGU1Njhl","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

While wearing no armor and wielding no shield, the Duros's adds its Intelligence modifier to its AC (included).

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.

The Duros makes four ranged attacks or three melee attacks, or it casts a power and makes an attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZmRlM2YwMjA1YWY3","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"ZTk4Y2ZmYTA1MGE5","flags":{},"name":"Heavy Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 18 (3d8+5) energy damage

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.

The Duros throws a grenade, choosing a point within 40ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

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.

The Duros makes an attack.

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.

The Duros picks a target within 40 feet and makes a Heavy Blaster attack at advantage. If the attack hits, the target takes damage as normal, and must make a DC 18 Constitution saving throw. On a failure, the target is stunned until the end of the Duros's next turn.

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.

The Duros casts a tech power, spending 1 legendary action per level of power cast.

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\"They're from Ahch-To. Luke called them porgs. They're adorable.\"

- Rey, to Poe Dameron

DesignationNon-sentient
ClassificationAvian
Feather color
  • Brown
  • Gray
  • White
  • Orange (males)
Eye ColorBrown
Homeworld
Ahch-To
Habitat
Coastal

Porgs were a species of sea-dwelling bird. They were native to the planet Ahch-To, where Jedi Master Luke Skywalker made his exile in the years prior to the Battle of Crait.

Biology and appearance

Porgs were a species of non-sentient birds. They were stocky in nature, with two short wings, flat, beakless faces, and two webbed feet. Porgs were sexually dimorphic; males were slightly larger than females, and males also had orange plumage around the eyes. Porgs of both sexes were covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They were much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They could fly short distances but not far enough to leave their native island. They could also run quite swiftly on the ground and were good at maneuvering into small spaces. The birds had stereoscopic vision; their eyes had brown irises and black pupils. Porgs favored colder environments.

Porgs apparently understood certain linguistic terms. When they overheard Rey refer to Chewbacca as \"Chewie,\" they mistook it to be the word chewy, leading them to wonder whether Chewbacca would serve as her food.

Behavior

\"Puffy, my good luck charm! You look hungry.\"

- Hondo Ohnaka

These hypercurious, cliff-dwelling creatures were found throughout the islands of the planet Ahch-To. They were capable of performing controlled dives into the sea, where they fetched fish to feed on or pass on to their otherwise helpless offspring, which were called \"porglets.\" They also hunted crustaceans. Porgs exhibited a roosting behavior, and they built nests along the island cliffs. They built nests from hair, fiber or grass and decorated them with shiny objects they had acquired. Porgs loved water, both to drink and to play in. They also loved tasting new things. Porgs had strong natural camouflaging abilities, as well as many interesting calls, ranging from burbles to squeaks to song. They crooned a special song when they were pleased. However, they could also be completely silent when necessary. Despite their curious nature, they could be quite shy if they felt threatened. Porgs, both wild and domesticated alike, were unusually smitten by human objects, and found shiny objects very fascinating. If their curiosity ran unchecked, they could wreak havoc. Porgs enjoyed being petted and scratched, especially behind their ears. A group of porgs was called a \"murder.\"

History

\"When did this old rattletrap become a birdcage?\"

- Leia Organa, commenting on the infestation of porgs in the Millennium Falcon

Porgs evolved from seabirds on Ahch-To. Considered quite tasty by some species, they were sometimes hunted by the resident Lanai as well as visitors to Ahch-To. At the time of the First Order–Resistance war, when Jedi Master Luke Skywalker threw his lightsaber off a cliff, two porgs investigated the weapon. The birds nearly activated the weapon, before they were scared off by Rey. Shortly afterwards, another porg watched in curiosity from its nest as the Jedi Master spearfished from an island cliff. Rey found the porgs to be helpful to her Jedi training after she used the Force to catch one in midair in order to retrieve the lightsaber it had snatched. Finding that the porg's flock was visibly fascinated by her power, Rey promised them all \"a turn.\" While staying on Ahch-To, the Wookiee Chewbacca roasted two porgs for supper. A few of the birds stared at him before he could take a bite, but Chewbacca scared them off. When Chewbacca landed on Ahch-To, he considered porgs as a tasty treat, but found it hard to kill the winged creatures when the pack turned their sad eyes on him.

Unable to acquire a patch of blue moss for their young twins, a couple of porgs snatched wiring of the same color from the Millennium Falcon, hindering repairs that were being performed by Chewbacca and R2-D2. Following the porgs to their nest, Chewbacca tried to barter the blue wiring for a blanket but was declined. Soon realizing the plight of the porgs, Chewbacca was convinced by R2 to brave strong winds in order to harvest the moss from the high tree. Grateful for his assistance, the parents returned the wiring to Chewbacca, marking his first amicable relationship with porgs.

Later, at least four porgs found their way aboard the Millennium Falcon and made a nest. One of them accompanied Chewbacca during the Battle of Crait. Despite having an initial antagonism with the porgs, Chewbacca grew to like them and became their friend.

Boarding the Millennium Falcon, General Leia Organa observed a number of the creatures roosting aboard the vessel, prompting her to ask Chewbacca when the ship had become a birdcage.

Among the porgs which resided on the Millennium Falcon were the Porg Stowaway, Puffy and Snappy.

Around 34 ABY, porgs were imported to the planet Batuu and sold as pets in the Creature Stall at Black Spire Outpost.

In 35 ABY, a pair of porgs watched as Rey attempted to destroy Kylo Ren's TIE whisper and her lightsaber on Ahch-To.

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The porg has advantage on Wisdom (Perception) checks that rely on smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\"Not neutral in war, you swamp slug.\"

- Poppy Delu, to Lando Calrissian

DesignationNon-sentient
ClassificationGastropod
Average height3 meters
Average length10 meters
Skin color
  • Light tan
  • Dark gray
Eye color
  • Orange
  • Gold
DistinctionsFoul-smelling mucus
Homeworld
Dagobah
HabitatSwamp
DietOmnivorous

Swamp slugs were giant gastropods native to Dagobah.

Description

An omnivorous species, swamp slugs had thousands of teeth and twenty-four pairs of legs. Their orange or golden eyes, the size of boulders, allowed them to see clearly beneath the murky, cloudy waters, while the two rubbery antennae on the top of their heads, which grew to two meters, utilized sonar to pinpoint exact locations of objects, searching by motion. Swamp slugs were omnivores, eating anything organic that they could fit in their mouths of jagged teeth. The teeth, or radula, lining the slug's esophagus would then pulverize into organic slime any plant or animal matter that it ingested. A hermaphroditic species, the swamp slugs reproduced sexually. Each partner would lay hundreds of eggs, most of which were eaten by other animals. They exuded a thick, foul-smelling mucus which damaged the breathing organs of other species. They were not desirable to eat by other predators and were given a wide berth in the swamps.

The Besadii Hutt crimelord Gardulla kept swamp slugs in the swamps and pools of her luxurious if notorious pleasure garden, within her Tatooine palace near the Dune Sea. In 32 BBY, while in pursuit of escaped slaves, one of Gardulla's Dug mercenaries, Khiss, spray-stick blasted a huge swamp slug back into the waters whence it surfaced to devour him.

Swamp slugs were very closely related to the nos monster of Utapau and the Kwazel Maw of Rodia.

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Any creature that starts its turn within 10 feet of the slug must succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage.

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The slug can hold its breath for 1 hour.

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The slug makes one bite attack and one slam attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 17 (2d10+6) kinetic damage.

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the slug can't bite another target.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

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The slug makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the slug, and it takes 7 (2d6) kinetic damage plus 7 (2d6) acid damage at the start of each of the slug's turns. The slug can have only one target swallowed at a time. If the slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"You look like nothing more than a Bantha herder.\"

\"And you look like an overgrown Kowakian monkey-lizard, so I guess looks don't count for much.\"

- Desann and Kyle Katarn

DesignationSemi-sentient
ClassificationReptilian
Average length0,7 meters
Skin color
  • Yellow
  • Brownish-yellow
  • Red
  • Green
  • Light blue
Hair color
  • Black
  • Dark brown
  • Light brown
  • Orange
  • Green
  • Purple
  • Light blue
Eye ColorYellow
Homeworld
Kowak
Habitat
Rain forests
Diet
  • Insects
  • Worms
  • Small rodents

Kowakian monkey-lizards were a bipedal reptilian species native to a jungle-like Outer Rim planet called Kowak. Although they had no established culture, Kowakian monkey-lizards were quite intelligent, and despite their silly, cruel nature, they were considered sentient by many sentientologists in the galaxy, although there was much debate over that designation. Standing roughly seventy centimeters tall, Kowakian monkey-lizards had small, spindly bodies, two large, floppy ears and a beak-like nose, with tufts of thick hair growing around their neck and on the tops of their heads. Some subspecies had long, prehensile tails.

Kowakian monkey-lizards were rarely found off their homeworld, although it was not uncommon to find a monkey-lizard in the service of a crime lord. One such individual was Salacious B. Crumb, a court jester on Tatooine for Hutt gangster Jabba Desilijic Tiure. Crumb perished along with his master when Jabba's sail barge was destroyed in 4 ABY. At least one Force-sensitive monkey-lizard was known to exist—a mutated Dark Jedi named Picaroon C. Boodle, who served under Jerec. Pic was ultimately killed by Rebel agent Kyle Katarn above the Sulon Star.

Biology and appearance

Kowakian monkey-lizards were reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They had two large, highly sensitive, floppy ears, which curved backwards and narrowed into a thin, hairy point, and often had several small holes in them, though not always. Some monkey-lizards wore piercings in those ears. In place of a nose, monkey-lizards had a wide, hooked, dark-colored beak, like that of a reptile, which could be opened to reveal a large, toothless mouth. In some specimens, that beak was a different color from the rest of the body, even having two shades, such as white and black. They had two wild, yellow eyes, which were usually very close to each other, although that feature varied. Their skin color was typically a light brown or tan color, though some had red, green, blue, or yellow skin, or even a combination of two of those hues. A particular monkey-lizard might exhibit different-colored markings around the eyes.

Each monkey-lizard had tufts of thick hair growing around their neck, resembling a ruff, on the tops of their heads, and at corners of their jawbones. Some also had a tuft at the tip of the tail. The color of that hair varied: it was usually black or dark brown, though a lighter brown, green, purple, as well as a slightly orange shade were also known to exist. Kowakian monkey-lizards generally had long, thin tails, though some variants of the species had no tail. Their limbs ended in three spindly digits that sported sharp talons. Immature monkey-lizards were once described by Darth Vectivus as being the \"ugliest larvae in the galaxy\".

Society and culture

\"Swing it, little monkey-lizard!\"

- Fode

Monkey-lizards resided mainly in large tree nests, and enjoyed swinging through the green rain forests of Kowak. Their diet consisted largely of various insects, worms and small rodents. They ate quite regularly, as their small bodies required much nourishment. They were also scavengers, choosing to eat carrion instead of fresh meat or vegetables. Rotting flesh was quite unhealthy to eat, so many in the galaxy speculated as to why they chose it: theories included that they preferred to have others do their work, or they wished to avoid predatory animals.

Monkey-lizards were extremely destructive and curious, and loved to explore, rarely leaving the packs they moved around in for protection against predators. They often used their ceaseless, loud laughter to scare off any potential attackers. They traveled in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spent time fighting over the food instead of sharing it. Kowakians were known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They had a clear sense of mischief and humor, and were known to mock others, laugh at them, and even fling objects towards them simply because they found it amusing. They were able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wished. Monkey-lizards were also known to laugh at appropriate times during conversations, and could often repeat back what they heard fairly accurately.

Members of the species could attack even larger foes, like Humans, by climbing onto them; clawing, and biting. For instance, a monkey-lizard might latch on to a foe's face and scratch it, or the monkey-lizard might bite the opponent's leg. Some even exhibited the ability to wield melee weapons in combat, such as knives. Members of the species could move quickly, shambling about on all fours and climbing rapidly over intervening obstacles.

The sentience of Kowakian monkey-lizards was a highly debated topic among the greater galactic scientific community. The issue was never officially decided, though many declared them sentient; they believed this as although monkey-lizards were cruel, they were also quite intelligent.

Monkey-lizards had very little culture or structured society to speak of. They had a sort of hierarchical boundary within each group of nests, with the oldest female acting as leader. Each monkey-lizard was given a specific role: some were assigned to gather food, others would maintain the nest, while yet others scouted for predators. Nothing was known about how the monkey-lizards reproduced; in the wild, monkey-lizards usually chased away those who attempted to study them and their behavior, and those in captivity had to be separated from other members of their species due to the noise levels they exhibited when left together. Sentientologists estimated that monkey-lizards laid eggs as a group about once a year, with only a few of the eggs surviving to hatch.

History

Monkey-lizards played no real part in galactic society; they rarely left their homeworld and were considered too wild to be let loose in proper society. Various scientists had attempted to study them in the wild, but all of these attempts proved fruitless; the monkey-lizards did not take well to being observed. A group of University of Coruscant zoologists once visited Kowak hoping to conduct a study on the planet's spindly inhabitants. The zoologists noted that at first the monkey-lizards were apprehensive towards them, and seemed to be trying to keep to themselves. After about a week of being watched from afar with macrobinoculars, the monkey-lizards began to wander into the group's camp, inspecting their equipment and looking around. The zoologists eventually began to offer the creatures some of their food; that was when the Kowakians's cruel streak emerged. They hid a snake in one of the zoologist's bags, destroyed their expensive equipment, ate all their food, played in their tents and even left barrels of water on top of branches, pouring their contents down on anyone who walked below. The zoologists had no choice but to leave the planet. The Shi'ido anthropologist Mammon Hoole included an entry on the species in his publication The Essential Guide to Alien Species.

Kowakian monkey-lizards in the galaxy

\"You're not going to trust this…this…\"

\"Hutt Slime?\"

\"Kowakian monkey-lizard?\"

- CS-2207 helping Ahsoka Tano and CT-7567 to insult Cad Bane by using the name of the species

Early on in the galaxy's history, Kowakian monkey-lizards were rarely, if ever found offworld. Despite that, they occasionally wandered onto a visiting ship and could end up almost anywhere. For instance, the swamps of the planet Baroonda were home to a sizable monkey-lizard population.

Later on, a large number of monkey-lizards were found in the galactic underworld, often tied to criminal organizations. That was due both to their ability to repeat things exactly as they heard them, as well as the fact that they made excellent spies. Although monkey-lizards were quite popular with some among the upper classes, who kept them as pets for their own amusement, they were usually frowned upon in civilized society; likely because it was impossible to train a monkey-lizard, regardless of the time and effort expended on the attempt, or even the method used. Monkey-lizards bought as pets were usually sold on after their owners realized that they couldn't control them, although some could grow to be loyal pets, such as in the case of Eeetch and Skreech. Their owners often complained of how they had a tendency to smash valuable items, deface art and furniture, and rummage through garbage compactors. Most people thought monkey-lizards were extremely obnoxious, and it was considered an insult to call someone a Kowakian monkey-lizard. Monkey-lizards who were taken as pets became extremely lazy, and they usually starved if returned to the wild. The monkey-lizard Gibberous Crumb was raised by a Hutt, but was abandoned by its master and entered the care of the Oblee crime lord Nirama, who considered Crumb to be an annoyance. The Hut, a hangout for Podracer pilots in the latter years of the Galactic Republic, had a house monkey-lizard who played instruments.

During the Clone Wars, monkey-lizards named Pilf Mukmuk and Pikk Mukmuk were part of a gang of pirates led by the Weequay Hondo Ohnaka, who kept the creatures around due to his amusement at their penchant for laughing at inappropriate times. Pilf Mukmuk was the most famous monkey-lizard in the galaxy at the time. Although he lived on the planet Florrum, Mukmuk used his small size to infiltrate secure locations, such as ventilation ducts. Indeed, on one occasion, Ohnaka had Mukmuk smuggle a sedative into the ventilation system of Anakin Skywalker and Obi-Wan Kenobi's craft; the drug knocked them out. Meanwhile, Muk Muk monkey accompanied Ohnaka to the planet Felucia on a mission to rob the local farmers of their valuable Nysillin crops. When Ohnaka met resistance from the locals and their Jedi and bounty hunter allies, Muk Muk monkey helped the pirate fight Anakin Skywalker by manning the WLO-5 speeder tank Skywalker and Ohnaka were standing on as they fought. The monkey-lizard's shots managed to kill the bounty hunter Rumi Paramita, but Skywalker was able to hold off the pirates until they escaped. Ohnaka's gang sometimes staged fights between their pet monkey-lizards at their base on Florrum.

Also during the Clone Wars, Togruta Padawan Ahsoka Tano encountered a monkey-lizard named Muk Muk Monkey, who was accompanied by a pair of Weequay outside a bar in Coruscant's slum district G17. Another monkey-lizard engaged in a knife fight with a momong on the planet Zygerria when a group of Jedi and their clone trooper captain, CT-7567, arrived to investigate a kidnapped colony of Togruta. Such encounters led the Jedi Master Yoda to declare monkey-lizards possibly the most annoying species in the galaxy, albeit one not to be underestimated.

In very rare cases, a monkey-lizard served as a mechanic or engineer; one such being once repaired Boba Fett's armor at a workshop in Ma'ar Shaddam. He was later killed by Risso Nu. A Kowakian monkey-lizard also served as a companion of the famous pirate known as Reginald Barkbone, and another was known to occupy StarForge Station.

Picaroon C. Boodle, or Pic for short, was the only known Force-sensitive monkey-lizard. Early in his life, he traveled the galaxy with a smuggler named Az-Iban; however, sometime during the reign of Emperor Palpatine he was quarantined on Eriadu after being suspected of suffering from Cyborrean rabies. He eventually came into Imperial custody, and because of his Force-sensitivity, he was used as a research subject by Imperial scientist Tuzin Gast. Pic, as well as a Gamorrean named Gorc, was a subject in the experimental Project Chubar. Eventually, the two creatures were transferred to the service of Dark Jedi Cronal, who wanted two Force-sensitive \"animals\" to run tests on. Cronal used Sith alchemy on the two \"animals,\" until they became mutated Sithspawn, sharing each other's genes and personality, as well as having a link in the Force. The two mutants worked well as a team, and developed a friendship of sorts, with Pic looking out for the dim-witted Gorc's safety. The two joined Jerec's group of Seven Dark Jedi, who aimed to discover the lost Valley of the Jedi. Kyle Katarn foiled the group's plans, killing Gorc aboard the Sulon Star. Pic was devastated by this, and attacked Katarn with his Sith dagger in a frenzy, before having his head bashed in by the Jedi.

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DesignationNon-sentient
ClassificationFeline
Races
  • Planis hunter
  • Swamp stalker
Average height2 meters
Average length3 meters
Hair colorVaried (brown and reds)
Homeworld
  • Naboo
  • Corellia
Habitat
  • Grasslands
  • Swamps
DietCarnivorous

The tusk cat was a fawn-colored feline predator found on the world of Naboo and its moon Rori.

Biology

Tusk cats were large feline predators with a large pair of distinct tusks growing from their lower jaws. This put them at morphological odds with many tusked animals which often featured tusks growing from the upper jaw. A second, less-noticeable pair of tusk-like fleshy appendages grew from their cheekbones. Tusk cats were covered in fur that could range from browns to grays to almost red, and gray ones had faint spotted patterns. They seemed to share some features with ungulates, with swift galloping gaits and toes ending in hoof-like appendages. Some smaller subspecies featured more claw-like digits as well as variations on the number of tusk-like facial wattles. Their tails were long and muscular to balance them as they ran, ending in a leaf-shaped spur. They were known for keen eyesight and a sharp sense of smell. They appeared similar to the larger Naboo predator known as the narglatch.

Behavior

Tusk cats were carnivorous and preyed upon smaller animals native to Naboo. Natural shepherds, they mated for life and instinctively formed prides to guard herds of Shaak and gualama, killing one to eat every seven or eight days. Their tusks were used as both offensive hunting weapons as well as for defense. Though they were aggressive predators, as cubs they could easily be domesticated and even ridden, but could also adapt back to the wild if released.

History

Mounts

Despite their predatory nature, tusk cats could be tamed for a variety of uses, notably as mounts. Domesticated tusk cats were said to be naturally protective and gentle towards Naboo children. Tusk cat riders were employed as shepherds for various livestock, including shaak and the royal Gualama herd. Tusk cats also served as military patrol vehicles for the Naboo military, recreational attractions, police work, and ceremonial beasts with royalty. When outfitting a tusk cat mount, the traditional bridle was abandoned in favor of a harness attached to the tusks. During the Victory Races of Naboo, Queen Padmé Amidala herself rode a tusk cat. The tusks of dead tusk cats were typically carved into memorial cups and displayed.

Pets

Tusk cats were among many creatures moved off-planet as pets following The Battle of Naboo due to the growing demand for Naboo pets among spacers.

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DesignationSentient
ClassificationCephalopod
Average length7 to 10 meters
Skin colorDeep purple
Distinctions
  • Seven suckered tentacles
  • Several hearts
  • Blue blood
  • Ability to change color
  • Ability to regenerate limbs
Homeworld

Vodran

Habitat
  • Sewers
  • Swamps
DietOminvore
LanguageDianoga

Dianoga were large omnivorous cephalopods that hailed from the planet Vodran in the Si'Klaata Cluster. Although primitive, they were actually sentient, and some dianoga were sensitive to the Force.

Biology and appearance

Dianoga were sentient cephalopods characterized by seven suckered tentacles, an eyestalk, a mouth of sharp teeth, and several hearts. They could grow to a length of 7 to 10 meters. Their blood had a blue tint.

Although they could survive in the open air for short periods of time, dianoga were entirely dependent on water, lest they completely dried out.

While physically hermaphroditic, dianoga could choose to identify as female, diangous (the most common gender), or male. The mating process involved partners exchanging eggs with one another.

The normal skin color of a mature individual was a deep purple, but dianoga could change their color and patterns for active camouflage. They could notably turn black, gray, and even transparent. They also had the ability to regenerate lost limbs.

Dianoga were omnivores, feeding on smaller animals like fish and crabs, but also feed on bones and aquatic plants.

Society and culture

Dianoga had a primitive tribal culture. When they were not feeding, they often spoke a deep, complex humming language. Because its reverberations carried so completely in the water, that language scared away all nearby prey. Their people venerated water, which they called \"the Great Cleanser When It Was Time to Be Cleansed\", and believed in reincarnation.

History

Dianoga hailed from Vodran, a swampy planet located in the Si'Klaata Cluster. They shared their world with the sentient Vodrans, who usually stayed well away from the deeper wetlands.

Dianoga in the galaxy

At some point before the Battle of Yavin in 0 BBY, a female dianoga named Omi was captured by Vodrans, who handed her to members of the Galactic Empire en route to their new Death Star battle station. She was dumped into the Death Star's garbage masher 3263827, where she would feed on the organic materials that occasionally fell in. During the rescue of Leia Organa, Luke Skywalker first realized something was alive in the garbage compactor, but shortly after his realization, Omi dragged Skywalker underwater. Han Solo and Organa were unable to locate him, but the dianoga released him just before the walls began to close.

Experienced chefs could make grilled dianoga into a tasty breakfast dish, but overcooking it would activate the blood parasites in the fatty tissue, destroying the flavor.

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The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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The dianoga can make two attacks: one with its tentacles and one with its bite.

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Melee Weapon Attack +4, Reach 10 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target is grappled (escape DC 11). Until this grapple ends, the target is restrained.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

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\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

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The bogwing is considered to be a Medium animal for the purposes of determining its carrying capacity.

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The bogwing can make two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an aront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with theForce in order to use Vongsense.

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The warrior can't be aff\u0000ected or detected by force powers of 2nd level or lower. It has advantage on saving throws against all other force powers and e\u0000ffects.

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As a bonus action, the warrior can change the form of its amphistaff\u0000.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The warrior can make two melee weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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The Alpha-class Advanced Recon Clones were a group of 100 Advanced Recon Clones created from Jango Fett's DNA by the cloners of Kamino. After completing standard flash training and accelerated growth, these clones were placed under the direct tutelage of Jango Fett. Under Fett's strict discipline they learned to use their fierce independence, innate creativity, and physical superiority in combination with their training in advanced weapons and vehicles to become virtual one-man armies. After completing their training, the ARC troopers were locked in stasis on Kamino until they were required.

Alternative weapons

For a more heavily armed ARC trooper. Switch out the WESTAR-M5 Blaster Rifle for a Blaster Cannon, Missile Launcher. or Rotary Cannon with the Recoil Dampener modification.
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The ARC trooper has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

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On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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The ARC trooper has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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.

The ARC trooper makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 11 (1d8+7) energy damage

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One target within range must succeed on a Dexterity saving throw (DC ) or take 16 (2d8+7) energy damage.

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage.

The ARC trooper loads and fires a grenade chosen from the options below, choosing a point within 60/240 feet. If the grenade is fired at long range, the saving throw is made at advantage.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 9 (1d4+7) kinetic damage.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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Trees were a type of plant found on many planets and moons throughout the galaxy. Some sentient species such as the Wookiees of the planet Kashyyyk and the Ewoks of the Forest Moon of Endor made their homes in the branches of trees. The subterranean caverns of Aleen housed a species of tree-like sentients, the Kindalo.

On Ahch-To, the birthplace of the Jedi Order and the location of the first Jedi Temple, a library existed inside of a uneti tree, containing Jedi knowledge.

During his life on Tatooine, trees were unimaginable to Luke Skywalker, who had never seen them in the landscape of the desert planet, however trees were found on Tatooine in the poles where the desert surface was much like a savannah. This explains how Tatooine has a breathable atmosphere, with oxygen.

Trees were of great importance in Wookiee culture. A saying in their native language of Shyriiwook was that \"The trees are life\", though this was only a rough translation.

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While the tree remains motionless, it is indistinguishable from a normal tree.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 23 (4d8+5) kinetic damage

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Chaotic Dark","species":"","type":"(humanoid) or Large (beast) force entity","environment":"","cr":22,"powerLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":["cold","lightning","necrotic"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weaponry"},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","frightened","poisoned","paralyzed"],"custom":"Exhausted"},"senses":"truesight 120 ft., passive Perception 18","languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"ins":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"per":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","token":{"flags":{},"name":"The Son, Avatar of Power","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"k0sXEYQqCJH0EQzX","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":260,"max":260},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"NWIxYmU5Nzk2Y2Jm","flags":{},"name":"Beast Form","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son can transition between humanoid and beast forms using a legendary action. While in beast form, the Son uses his Charisma modifier for attack and damage rolls when making a claw attack, and adds his Wisdom modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"N2I0ZjQyYTk5ZmM1","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

While in his humanoid form, the Son adds his Charisma modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YTg4NmRkN2QwZDI3","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son's forcecasting Ability is Charisma, (power save DC 21, +13 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, shock (cast as a 17th level forcecaster), coerce mind 3/Day Each: dominate mind, fear, force lightning (cast as a 3rd level force power), siphon life

1/Day Each: force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NzJjZjUwMWY0YjVl","flags":{},"name":"Dark Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son has advantage against the saving throws against Dark force powers.

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When the Son rolls damage on a power or melee weapon attack, he can use his reaction to reroll a number of the damage dice equal to his charisma modifier (7). He must use the new rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"M2Q2OWVlYjRhMTI4","flags":{},"name":"Enhanced Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son's force powers are considered Enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"OTMyYzgxMWY1M2Iw","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

If The Son fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"Y2ViZjQ3Y2I2NzA1","flags":{},"name":"Dark Lightning","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

When the son successfully deals lightning damage to a creature, he can activate one of the following effects as a bonus action (on his turn) or by using a reaction (on another creature's turn).

The target must make a Constitution saving throw (DC 21) and suffer one of the following effects (the effect is of the Son's choice, and he chooses the effect before the target rolls their saving throw):

1. Powerful Burst: On a success, the target is pushed 10ft, and on a failure, the target is knocked prone as well.

2. Lingering Burst: On a success, the target is shocked until the start of the targeted creatures turn. On a failure, the target is shocked until the end of The Son's next turn.

3. Stunning Burst: On a failure, the target is stunned until the start of The Son's next turn, and The Son is considered concentrating on this effect. On a success, the target suffers no effect.

4. Weakening Burst: On a failure, the target is paralyzed until the start of their next turn, and the Son is considered concentrating on this effect. On a success, the target suffers no effect.

5. Debilitating Burst: On a failure, the target is Blinded and Deafened until the end of the Son's next turn. On a success, the target is considered poisoned until the end of the target's next turn. In either case, the Son is considered concentrating on this effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YzIwOWUwODFlNTRi","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MDZlYjYxMTIzNzg4","flags":{},"name":"Multiattack (humanoid form)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

.

The Son can make two attacks using the shock at-will power.

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.

The Son makes three claw attacks.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 28 (6d6+7) kinetic damage

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.

The Son can cast one of his at will force powers, or he can spend 2 legendary actions to cast any of his available force powers.

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.

The Son makes a claw attack.

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.

The Son moves up to his speed without provoking opportunty attacks.

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The Son transitions from a beast form to a humanoid form or vice versa.

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\"You look like nothing more than a Bantha herder.\"

\"And you look like an overgrown Kowakian monkey-lizard, so I guess looks don't count for much.\"

- Desann and Kyle Katarn

DesignationSemi-sentient
ClassificationReptilian
Average length0,7 meters
Skin color
  • Yellow
  • Brownish-yellow
  • Red
  • Green
  • Light blue
Hair color
  • Black
  • Dark brown
  • Light brown
  • Orange
  • Green
  • Purple
  • Light blue
Eye ColorYellow
Homeworld
Kowak
Habitat
Rain forests
Diet
  • Insects
  • Worms
  • Small rodents

Kowakian monkey-lizards were a bipedal reptilian species native to a jungle-like Outer Rim planet called Kowak. Although they had no established culture, Kowakian monkey-lizards were quite intelligent, and despite their silly, cruel nature, they were considered sentient by many sentientologists in the galaxy, although there was much debate over that designation. Standing roughly seventy centimeters tall, Kowakian monkey-lizards had small, spindly bodies, two large, floppy ears and a beak-like nose, with tufts of thick hair growing around their neck and on the tops of their heads. Some subspecies had long, prehensile tails.

Kowakian monkey-lizards were rarely found off their homeworld, although it was not uncommon to find a monkey-lizard in the service of a crime lord. One such individual was Salacious B. Crumb, a court jester on Tatooine for Hutt gangster Jabba Desilijic Tiure. Crumb perished along with his master when Jabba's sail barge was destroyed in 4 ABY. At least one Force-sensitive monkey-lizard was known to exist—a mutated Dark Jedi named Picaroon C. Boodle, who served under Jerec. Pic was ultimately killed by Rebel agent Kyle Katarn above the Sulon Star.

Biology and appearance

Kowakian monkey-lizards were reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They had two large, highly sensitive, floppy ears, which curved backwards and narrowed into a thin, hairy point, and often had several small holes in them, though not always. Some monkey-lizards wore piercings in those ears. In place of a nose, monkey-lizards had a wide, hooked, dark-colored beak, like that of a reptile, which could be opened to reveal a large, toothless mouth. In some specimens, that beak was a different color from the rest of the body, even having two shades, such as white and black. They had two wild, yellow eyes, which were usually very close to each other, although that feature varied. Their skin color was typically a light brown or tan color, though some had red, green, blue, or yellow skin, or even a combination of two of those hues. A particular monkey-lizard might exhibit different-colored markings around the eyes.

Each monkey-lizard had tufts of thick hair growing around their neck, resembling a ruff, on the tops of their heads, and at corners of their jawbones. Some also had a tuft at the tip of the tail. The color of that hair varied: it was usually black or dark brown, though a lighter brown, green, purple, as well as a slightly orange shade were also known to exist. Kowakian monkey-lizards generally had long, thin tails, though some variants of the species had no tail. Their limbs ended in three spindly digits that sported sharp talons. Immature monkey-lizards were once described by Darth Vectivus as being the \"ugliest larvae in the galaxy\".

Society and culture

\"Swing it, little monkey-lizard!\"

- Fode

Monkey-lizards resided mainly in large tree nests, and enjoyed swinging through the green rain forests of Kowak. Their diet consisted largely of various insects, worms and small rodents. They ate quite regularly, as their small bodies required much nourishment. They were also scavengers, choosing to eat carrion instead of fresh meat or vegetables. Rotting flesh was quite unhealthy to eat, so many in the galaxy speculated as to why they chose it: theories included that they preferred to have others do their work, or they wished to avoid predatory animals.

Monkey-lizards were extremely destructive and curious, and loved to explore, rarely leaving the packs they moved around in for protection against predators. They often used their ceaseless, loud laughter to scare off any potential attackers. They traveled in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spent time fighting over the food instead of sharing it. Kowakians were known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They had a clear sense of mischief and humor, and were known to mock others, laugh at them, and even fling objects towards them simply because they found it amusing. They were able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wished. Monkey-lizards were also known to laugh at appropriate times during conversations, and could often repeat back what they heard fairly accurately.

Members of the species could attack even larger foes, like Humans, by climbing onto them; clawing, and biting. For instance, a monkey-lizard might latch on to a foe's face and scratch it, or the monkey-lizard might bite the opponent's leg. Some even exhibited the ability to wield melee weapons in combat, such as knives. Members of the species could move quickly, shambling about on all fours and climbing rapidly over intervening obstacles.

The sentience of Kowakian monkey-lizards was a highly debated topic among the greater galactic scientific community. The issue was never officially decided, though many declared them sentient; they believed this as although monkey-lizards were cruel, they were also quite intelligent.

Monkey-lizards had very little culture or structured society to speak of. They had a sort of hierarchical boundary within each group of nests, with the oldest female acting as leader. Each monkey-lizard was given a specific role: some were assigned to gather food, others would maintain the nest, while yet others scouted for predators. Nothing was known about how the monkey-lizards reproduced; in the wild, monkey-lizards usually chased away those who attempted to study them and their behavior, and those in captivity had to be separated from other members of their species due to the noise levels they exhibited when left together. Sentientologists estimated that monkey-lizards laid eggs as a group about once a year, with only a few of the eggs surviving to hatch.

History

Monkey-lizards played no real part in galactic society; they rarely left their homeworld and were considered too wild to be let loose in proper society. Various scientists had attempted to study them in the wild, but all of these attempts proved fruitless; the monkey-lizards did not take well to being observed. A group of University of Coruscant zoologists once visited Kowak hoping to conduct a study on the planet's spindly inhabitants. The zoologists noted that at first the monkey-lizards were apprehensive towards them, and seemed to be trying to keep to themselves. After about a week of being watched from afar with macrobinoculars, the monkey-lizards began to wander into the group's camp, inspecting their equipment and looking around. The zoologists eventually began to offer the creatures some of their food; that was when the Kowakians's cruel streak emerged. They hid a snake in one of the zoologist's bags, destroyed their expensive equipment, ate all their food, played in their tents and even left barrels of water on top of branches, pouring their contents down on anyone who walked below. The zoologists had no choice but to leave the planet. The Shi'ido anthropologist Mammon Hoole included an entry on the species in his publication The Essential Guide to Alien Species.

Kowakian monkey-lizards in the galaxy

\"You're not going to trust this…this…\"

\"Hutt Slime?\"

\"Kowakian monkey-lizard?\"

- CS-2207 helping Ahsoka Tano and CT-7567 to insult Cad Bane by using the name of the species

Early on in the galaxy's history, Kowakian monkey-lizards were rarely, if ever found offworld. Despite that, they occasionally wandered onto a visiting ship and could end up almost anywhere. For instance, the swamps of the planet Baroonda were home to a sizable monkey-lizard population.

Later on, a large number of monkey-lizards were found in the galactic underworld, often tied to criminal organizations. That was due both to their ability to repeat things exactly as they heard them, as well as the fact that they made excellent spies. Although monkey-lizards were quite popular with some among the upper classes, who kept them as pets for their own amusement, they were usually frowned upon in civilized society; likely because it was impossible to train a monkey-lizard, regardless of the time and effort expended on the attempt, or even the method used. Monkey-lizards bought as pets were usually sold on after their owners realized that they couldn't control them, although some could grow to be loyal pets, such as in the case of Eeetch and Skreech. Their owners often complained of how they had a tendency to smash valuable items, deface art and furniture, and rummage through garbage compactors. Most people thought monkey-lizards were extremely obnoxious, and it was considered an insult to call someone a Kowakian monkey-lizard. Monkey-lizards who were taken as pets became extremely lazy, and they usually starved if returned to the wild. The monkey-lizard Gibberous Crumb was raised by a Hutt, but was abandoned by its master and entered the care of the Oblee crime lord Nirama, who considered Crumb to be an annoyance. The Hut, a hangout for Podracer pilots in the latter years of the Galactic Republic, had a house monkey-lizard who played instruments.

During the Clone Wars, monkey-lizards named Pilf Mukmuk and Pikk Mukmuk were part of a gang of pirates led by the Weequay Hondo Ohnaka, who kept the creatures around due to his amusement at their penchant for laughing at inappropriate times. Pilf Mukmuk was the most famous monkey-lizard in the galaxy at the time. Although he lived on the planet Florrum, Mukmuk used his small size to infiltrate secure locations, such as ventilation ducts. Indeed, on one occasion, Ohnaka had Mukmuk smuggle a sedative into the ventilation system of Anakin Skywalker and Obi-Wan Kenobi's craft; the drug knocked them out. Meanwhile, Muk Muk monkey accompanied Ohnaka to the planet Felucia on a mission to rob the local farmers of their valuable Nysillin crops. When Ohnaka met resistance from the locals and their Jedi and bounty hunter allies, Muk Muk monkey helped the pirate fight Anakin Skywalker by manning the WLO-5 speeder tank Skywalker and Ohnaka were standing on as they fought. The monkey-lizard's shots managed to kill the bounty hunter Rumi Paramita, but Skywalker was able to hold off the pirates until they escaped. Ohnaka's gang sometimes staged fights between their pet monkey-lizards at their base on Florrum.

Also during the Clone Wars, Togruta Padawan Ahsoka Tano encountered a monkey-lizard named Muk Muk Monkey, who was accompanied by a pair of Weequay outside a bar in Coruscant's slum district G17. Another monkey-lizard engaged in a knife fight with a momong on the planet Zygerria when a group of Jedi and their clone trooper captain, CT-7567, arrived to investigate a kidnapped colony of Togruta. Such encounters led the Jedi Master Yoda to declare monkey-lizards possibly the most annoying species in the galaxy, albeit one not to be underestimated.

In very rare cases, a monkey-lizard served as a mechanic or engineer; one such being once repaired Boba Fett's armor at a workshop in Ma'ar Shaddam. He was later killed by Risso Nu. A Kowakian monkey-lizard also served as a companion of the famous pirate known as Reginald Barkbone, and another was known to occupy StarForge Station.

Picaroon C. Boodle, or Pic for short, was the only known Force-sensitive monkey-lizard. Early in his life, he traveled the galaxy with a smuggler named Az-Iban; however, sometime during the reign of Emperor Palpatine he was quarantined on Eriadu after being suspected of suffering from Cyborrean rabies. He eventually came into Imperial custody, and because of his Force-sensitivity, he was used as a research subject by Imperial scientist Tuzin Gast. Pic, as well as a Gamorrean named Gorc, was a subject in the experimental Project Chubar. Eventually, the two creatures were transferred to the service of Dark Jedi Cronal, who wanted two Force-sensitive \"animals\" to run tests on. Cronal used Sith alchemy on the two \"animals,\" until they became mutated Sithspawn, sharing each other's genes and personality, as well as having a link in the Force. The two mutants worked well as a team, and developed a friendship of sorts, with Pic looking out for the dim-witted Gorc's safety. The two joined Jerec's group of Seven Dark Jedi, who aimed to discover the lost Valley of the Jedi. Kyle Katarn foiled the group's plans, killing Gorc aboard the Sulon Star. Pic was devastated by this, and attacked Katarn with his Sith dagger in a frenzy, before having his head bashed in by the Jedi.

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The monkey-lizard has advantage on attack rolls against a creature if at least one of the monkey-lizard's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

Assassins

Members of the profession are referred to by many euphemisms and epithets: \"problem solvers\" in the Corporate Sector Authority, \"exterminators\" in the Outer Rim Territories, and \"slayers\" in the Core Worlds. Whatever their name, most professional assassins are concerned solely with credits, though some kill for political or religious reasons, or merely for love of killing. This makes assassins simultaneously the best- paid and most-despised members of the galaxy's underworld.

Though assassination is illegal on most planets, on some, such as Umbara, assassinations are a relatively normal part of society. 

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During its fi\u0000rst turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDU4MzJhNjZkMTUw","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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.

The assassin makes two weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmRjMmM3MmNjOWU4","flags":{},"name":"Hold-out","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/420_-_Assassin/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} -{"_id":"kV74kUBv2BH4wkTL","name":"Voxyn","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"natural armor"},"hp":{"value":170,"min":0,"max":170,"temp":0,"tempmax":0,"formula":"20d10+60"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":5,"powerdc":13,"powerLevel":0,"bar1":{"value":170,"min":0,"max":170},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"Voxyn. They hunt us.\"

- Tesar Sebatyne

DesignationNon-sentient
ClassificationReptile hound
Average height1 meter
Average lengthOver 4 meters
Skin color
  • Black
  • Green
Eye colorYellow
Distinctions
  • Poisonous barbed tail
  • Spitting acid
  • Sonic screeches
  • Disease-infested claws
  • 8 legs
Average lifespanAbout 3 months, if without a certain nutrient from Myrkr
Habitat
Multiple
Diet
Carnivorous

Voxyn were a genetic cross between a fero xyn and a vornskr—both deadly predators—shaped into being by the sentient Yuuzhan Vong species. Designed to hunt and kill the Force-sensitive Jedi of the galaxy, which the Yuuzhan Vong were invading, the reptilian hounds were all clones of the voxyn queen, the only successful cross between the vornskr and the fero xyn. As they were made to kill Jedi, the voxyn could sense Force-sensitives through the Force and had a variety of deadly abilities and tools at their disposal: sonic blasts, flesh–melting acid, disease–coated claws, and a poisonous barbed tail. After creation, voxyn were typically trained by the Yuuzhan Vong aboard the worldship Baanu Rass over the world of Myrkr to hunt Jedi in a multitude of environments as well as how to avoid various hazards. Measuring a meter high and over four meters in length, the carnivorous voxyn were fast and agile on their eight legs.

In existence by 27 ABY, in the midst of the war between the Yuuzhan Vong and the New Republic, the voxyn quickly killed many Jedi on numerous worlds, becoming a great source of concern to the New Jedi Order. The Jedi focused on dealing with this threat by dispatching a strike team to Myrkr, where the voxyn queen had been located. In the Myrkr system, the team boarded the Baanu Rass, where, although taking heavy casualties, it managed to kill the voxyn queen and put a stop to the cloning of the voxyn, preventing any more of the beasts from being created. Because of the beasts' short life spans and their inability to reproduce, this spelled the end for the voxyn, and they began to die off. Despite the diminishing voxyn numbers, the Yuuzhan Vong continued to use them on critical missions, with the last voxyn perishing in the Treskov system in 28 ABY.

Biology and appearance

Yuuzhan Vong creations

\"Voxyn?\"

\"Yuuzhan Vong monsters, Jedi-killers. Stay away from anything that looks like an eight-legged reptile. Far away. These things spit acid and screech blastwaves. Maybe they do worse.\"

- Commander Gavin Darklighter and former politician Leia Organa Solo

Created by the sentient Yuuzhan Vong species, voxyn were a genetic cross between a fero xyn, a ferocious hunting animal from the Yuuzhan Vong's homeworld of Yuuzhan'tar, and a vornskr, a hound that was native to the planet Myrkr. All voxyn, save for the voxyn queen, were physically identical, as they were all clones of the queen, which was the first voxyn to have ever been created by the Yuuzhan Vong. The cells of voxyn deteriorated at a rapid rate if they were not exposed to a nutrient from the planet Myrkr, and as such, voxyn in other parts of the galaxy typically did not survive for more than a few months after their release. Although voxyn could lay eggs, these were sterile. As such, the creatures could not naturally reproduce, so they relied on Yuuzhan Vong cloning to maintain a population. Once a voxyn's cells started to deteriorate, the scales lost their color and flaked off; the creature's movements would then become listless as it lost energy, and its eyes would become filmy.

Standing about as high as an average Human's waist, at one meter, mature voxyn measured over four meters in length and were reptilian in appearance. A pair of oval yellow eyes were located on the voxyn's flattish head, which had a broad snout over six inches long filled with fangs, and its lithe body was covered in black or green scales and sported eight legs with claws. The creature's eyesight in poorly lit areas was particularly good, as voxyn eyes could see twice as far as normal in low light, as well as being able to distinguish colors in dimly lit areas. Voxyn torsos possessed a gut, stomach, and a rib cage that protected the internal organs. The voxyn body gave off heat, allowing it to be tracked by beings who had access to the infrared spectrum. The paws of the legs were round, and the toe pads housed a hundred deadly retroviruses, whose medium was the green slime that covered the voxyn's claws.

A series of sensory bristles ran down the creature's spine, and the voxyn also possessed a whip-like tail that had a white barb on it. A voxyn's tail was poisonous, a trait passed on by the vornskr, and the poison would cause swelling and make most creatures' flesh red for one to six days. The tail's barb could also be used to deliver a neural shock. The sensory bristles along the spine were coated with a powerful neurotoxin. According to the shapers who designed the voxyn, the effect of the sensory bristles' neurotoxin was not the same on all species. Some of those affected fell into convulsions and then into an endless sleep, while others weakened over many hours before losing the ability to breathe or swallow; yet others drowned in their own saliva.

Voxyn also had long, forked tongues and were able to shoot from their mouths via an efflux tube a jet of brown, acid-like saliva that burned anything it touched. This saliva could kill a humanoid easily if it landed on vital spots like the face, and some voxyn drooled this saliva when not in combat. The creatures were also armed with the ability to emit a sonic blast from their snouts, and this blast sent a compression wave that could temporarily disable a person's hearing, make them feel nauseous, and shatter eardrums. Voxyn blood was purple in color and, when exposed to air, became a neurotoxin that smelled like smoke and ammonia and had a detrimental effect on humanoid lungs that could take over a day to fully heal. Voxyn were also fast and agile on their feet, able to jump to great heights, and could swim in water. Additionally, voxyn could submerge themselves underwater for extended periods of time, though the blast effect of a concussion grenade could stun them while they were underwater and cause them to rise to the surface.

Resilient Jedi hunters

Voxyn were designed to hunt Jedi, beings who were sensitive to the Force. As such, voxyn possessed the ability to sense Force-sensitives like Jedi through the Force, an ability that vornskrs shared. Voxyn were unlike the rest of Yuuzhan Vong–created organisms in their ability to sense the Force, as members of the Yuuzhan Vong species and their other creations were completely devoid of the Force and could not touch it in any way. Even if the Force-sensitives diminished their presence in the Force, voxyn could still sense them, preventing Jedi from hiding from the hounds.

Jedi could sometimes feel voxyn through the Force as well, registering the creatures as a hungry or feral presence. Through the Force, voxyn could sometimes sense the emotions of Force-sensitives, and, occasionally, Force-sensitives could sense other things about voxyn rather than just the creatures' hunger. However, voxyn could, if they wished, hide their presence from Force-sensitives, preventing them from being able to detect the voxyn. Force-sensitives skilled with animals could sometimes convince the voxyn via the Force to do certain things by imparting ideas to them, such as attacking their Yuuzhan Vong minders, though this was difficult to do.

The genetically-created creatures were remarkably durable and difficult to kill, due in part to their ability to heal quickly. Voxyn could survive being pinned beneath a metal bulkhead, even if their torso was crushed almost flat. Additionally, they could survive the blast caused by thermal detonators and could function well even with the loss of limbs and chunks of flesh. A Jedi's lightsaber, which could typically cut through most things, had trouble cutting through a voxyn's foot, though a lightsaber could still kill a voxyn. The creatures' scales could also occasionally deflect a blaster bolt. When exposed to decompression, voxyn were able to make scale cocoons that allowed the creatures to survive for a time in vacuum, as long as they went into a deep hibernation. However, if voxyn remained in a vacuum too long, they would freeze to death, with every cell in their bodies bursting.

Behavior

Intelligent trackers

\"Four Jedi have died already. Your voxyn are proving most effective.\"

- Senator Viqi Shesh, to Warmaster Tsavong Lah

Although voxyn were classified as non-sentient, they were quite intelligent and possessed a natural cunning. They were smart enough to tap the activation stud of a lift tube if they wanted to use it and could occasionally sense when a trap was being laid for them, which would make them cautious. Voxyn were taught during their training to avoid both triggered traps and dangerous hazards, such as fire, to make them more effective hunters. However, voxyn occasionally had to be guided by their Yuuzhan Vong counterparts when inside unfamiliar locations, such as the interiors of residential areas, and voxyn who were confused by such conditions were considered useless to the Yuuzhan Vong. Voxyn learned from their mistakes if they survived their initial error, making them even better predators. However, unlike the voxyn queen, her clones were not cunning enough to use their surroundings to create advantages for themselves. Temperament-wise, Human Senator Viqi Shesh from the New Republic believed that voxyn were vicious in nature and enjoyed hurting things.

Voxyn had no fixed habitat, as they were taught versatility by their Yuuzhan Vong creators on the Baanu Rass worldship, and they learned to hunt in almost every habitat imaginable that existed in the galaxy—the target of the Yuuzhan Vong invasion. Voxyn could therefore survive and hunt effectively on a vast number of worlds, such as Kuat, Chiron, and Corellia. They were also comfortable hunting in and around mechanical objects, despite the aversion most Yuuzhan Vong had to them, as voxyn were conditioned from birth to be able to hunt Jedi anywhere. The creatures were carnivorous and would eat ysalamir, humanoids, and even lone Yuuzhan Vong. Food eaten by voxyn eventually reentered the environment as droppings. Feral voxyn aboard the Baanu Rass laired in a series of caves near the best source of food, which was the city of the slaves on the worldship.

Like the fero xyn, voxyn could be controlled by Yuuzhan Vong warriors and would obey commands given to them by their keepers. All voxyn, save the voxyn queen, were trained to stalk Jedi; the queen herself was trained to preserve her own life, to ensure the survival of voxyn as a species. The creatures typically hunted in packs of four when they tracked Jedi or Force-sensitives for the Yuuzhan Vong. Warriors were in enough control of voxyn that they could have the beast stay stationary while the Yuuzhan Vong tortured other individuals with the variety of dangerous abilities that the creatures possessed, such as their saliva. Specialized Yuuzhan Vong, known as voxyn handlers, usually accompanied voxyn packs, and the beasts would tolerate the leashes that the handlers sometimes put on them, though they would still snap at the handlers if they came too close. If a voxyn was close to its prey, it would sometimes break free from the handlers to attack its target.

While looking for the trail of a Jedi or other Force-sensitive, voxyn typically swept their heads from side to side and sometimes howled when they first sensed a Jedi or other Force-user. While hunting for Jedi, voxyn would occasionally circle other non–Force-sensitives to investigate them and would cock their heads at loud noises. Voxyn also licked the air with their tongues while on the hunt and would keep their eyes fixed on the floor while their tails waved about if they had located a Force-sensitive and were following it. The creatures were resilient in their hunting, and Jedi found them difficult to deter from their tails. Additionally, voxyn continued to hunt their prey even after sustaining heavy injuries, such as the loss of limbs. Hunting Force-sensitives filled voxyn with energy, and the listless voxyn who were nearing the end of their life-spans would shake off their lethargy when they sensed prey. When entering combat with a Force-sensitive or other enemy, voxyn liked to open with a sonic screech over any other attack. Occasionally, voxyn used their acid to melt holes in which to hide.

Feral voxyn and behavioral idiosyncrasies

\"The shapers cannot understand why, but ysalamiri drive voxyn mad. The voxyn lose their natural cunning. In experiments similar to this, I have seen them tear their own legs off to get the ysalamiri.\"

- Commander Duman Yaght

In the event that the Yuuzhan Vong lost a voxyn, the creature could still survive on its own, and it became feral. Even feral voxyn would attack and harass Force-sensitives, despite not being ordered to do so. Though they were able to create a cocoon to survive the depressurization of vacuum, voxyn sometimes panicked when they suddenly lost the ability to breathe air.

For a reason that the shapers who created the voxyn could not understand, voxyn hated ysalamir, creatures that were able to repel the Force. Voxyn lost their natural intelligence when ysalamiri were near and would try to eat the creatures; during experiments in which voxyn's legs were bound to the ground with blorash jelly and a ysalamir was placed out of reach in front of them, voxyn would sometimes tear off their own legs to get at the other creature. When certain voxyn could not reach the ysalamir to eat it, they would eventually resort to killing it. Some Yuuzhan Vong warriors gave ysalamiri to voxyn as treats.

Even though voxyn were sterile and could not reproduce, some feral voxyn still created nests and guarded them in a territorial style, bringing in corpses to the nests to feed the young that they would never have. Voxyn would not leave their nests unless they felt threatened and defended the nests from both other voxyn and beings not from their species, though nesting voxyn were more inclined to stay in their nest than attack a passerby unless otherwise provoked. In some instances, voxyn would starve themselves to death rather than leave the nest to hunt. While guarding a nest, agitated voxyn would ruffle their neck scales and scratch the ground. Those voxyn without nests became excited if they found fresh corpses while hunting that could potentially nourish their young, and they would drag them back to a voxyn nesting area.

History

Creation

\"They're cloning the voxyn!\"

\"Why would they do that? Would it not make more sense to breed them?\"

\"Perhaps. Unless they have only one.\"

- Jedi Cilghal and Tenel Ka Djo deduce the existence of the voxyn queen

In the year 25 ABY, the sentient Yuuzhan Vong, who were gifted in the use and creation of biotechnology, invaded the galaxy of the New Republic. In what came to be known as the Yuuzhan Vong War, the invading species came into conflict with the Force-using Jedi Knights and, seeing them as worthy adversaries and thus a problem, began working on a project designed to destroy them, of which Master Shaper Yal Phaath was placed in charge. Shortly after the Yuuzhan Vong captured the Jedi–controlled moon of Yavin 4, the Yuuzhan Vong shapers became aware of the vornskrs of the planet Myrkr, who were able to detect the Force.

The project was subsequently moved to Myrkr, and a decaying worldship, the Baanu Rass, orbiting the planet was used as the base of operations. After traitorous New Republic Senator Viqi Shesh provided the Yuuzhan Vong shapers with multiple vornskrs, Phaath and his shapers began to attempt to shape the vornskr into something that could hunt Jedi for them. The initial experiments with just vornskr genetic material proved only partially successful, as the resulting beast was not ferocious enough. However, after the genes of the fero xyn were added, as the fero xyn was the closest genetically to the vornskr, the perfect beast was created after a few failed attempts: the voxyn queen. However, because she was unable to reproduce and the shapers could not replicate their success with the queen, Phaath and his shapers were forced to clone the beast to be able to supply pack upon pack of voxyn. In cloning the voxyn queen, voxyn-growing vines submerged in a hydroponic pool were used to create immature voxyn.

After creation, voxyn were taught to hunt Jedi on special training courses on the Baanu Rass that prepared the creatures for the galaxy at large. Numerous different training facilities, each shaped to look like a different location in which voxyn could hunt Jedi, conditioned the creatures, and the Yuuzhan Vong used captured Force-sensitives to help train the new beasts. In addition to training the voxyn how to hunt almost anywhere, the Yuuzhan Vong added hazards and traps to the courses to teach the beasts how to avoid them. Some of these traps just triggered alarms, but a few killed or injured the voxyn who triggered them. Besides serving as the site where new voxyn were trained to hunt, the Baanu Rass was also the location of the shaper grashal structure, which was the home of the voxyn queen, who had to remain near Myrkr so that it could have access to the nutrients that kept it alive. Much of the Yuuzhan Vong's future plans relied on the success of the voxyn cloning program.

Jedi-killers

\"Eelysa. Something caught her.\"

\"Something?\"

\"This one doesn't know. But she is gone. Eelysa is no more.\"

- Jedi Knights Saba Sebatyne and Luke Skywalker, after a voxyn kills Eelysa

By 27 ABY, voxyn had been introduced to the galaxy and were deployed on a multitude of worlds, ranging from Corellia to Kuat. Typically used in conjunction with a group of Yuuzhan Vong warriors, voxyn searched for the presence of Jedi and other Force-sensitives on planets, moons, and refugee starships, such as the Nebula Chaser, after the Yuuzhan Vong–allied Peace Brigade organization became aware that the Jedi commonly used those vessels to transport themselves. Voxyn were quite successful in hunting and killing Force-sensitives, and many Jedi fell to the beasts, including the Chironian Lusa and the Human Eelysa. There was even a failed attempt to smuggle voxyn onto the New Republic's capital of Coruscant so that those hunters might be able to slay the Jedi leaders located there. Because the voxyn could not reproduce on their own, a small contingent of Yuuzhan Vong warriors attempted to get voxyn to mate with vornskr on Myrkr.

The threat of the voxyn drew the attention of the New Jedi Order. After the Jedi discovered that the Yuuzhan Vong relied on the voxyn queen to create more voxyn and that the queen's current location was near Myrkr, a strike team was made to deal with the voxyn. The strike team, led by Jedi Anakin Solo, managed to commandeer the Yuuzhan Vong frigate Exquisite Death and took it to the Baanu Rass worldship. After inserting itself aboard the worldship, the Jedi team was harried by both the pack of voxyn that accompanied Executor Nom Anor and his warriors as they tried to stop the team and the feral voxyn that dwelt on the Baanu Rass.

Despite taking heavy casualties—the engagement saw the death of Anakin Solo and the capture of his brother, Jacen—the Jedi team managed to slay the voxyn queen. In addition, Anor failed to prevent the destruction of organic tissue samples that had been taken from the voxyn queen, which would have allowed the Yuuzhan Vong to clone more voxyn. With the queen destroyed, no more voxyn could be created to hunt and kill Jedi, and the short life span of voxyn meant that the species' numbers began to dwindle.

After the queen's fall

\"I have six remaining voxyn, Dread Lord. Let me take one or two out, and if there are Jeedai involved in this business, the voxyn will find them and tear them!\"

- Warmaster Tsavong Lah, to Dread Lord Shimrra Jamaane

Shortly after the death of the voxyn queen at Myrkr, Jaina Solo, who had been on the strike team, painted a pair of running voxyn on her X-wing starfighter while she was fighting at the planet Borleias. She did this in an effort to further confuse the Yuuzhan Vong fighting her by adding to her persona of the Trickster Goddess. Though the voxyn were dying off and many were ill and weak, the Yuuzhan Vong continued to use the surviving voxyn to hunt down Force-sensitives, as the beasts were still dangerous. After the Yuuzhan Vong captured the planet Coruscant from the New Republic, Warmaster Tsavong Lah dispatched a unit of warriors and one of the remaining packs of voxyn to hunt down a group of Jedi that had infiltrated the Yuuzhan Vong's planetary defenses. However, all the voxyn in the pack, as well as many warriors, fell to the blades of Lord Nyax, a powerful user of the dark side of the Force who was stalking the lower levels of Coruscant.

As increasingly more voxyn died off, the Yuuzhan Vong began to treasure the beasts more and attempted to protect them when they could. By 28 ABY, only six voxyn remained, and these were controlled by Lah. The warmaster brought these voxyn with him when he led multiple battlegroups to engage New Republic forces at the Deep Core Treskov system. However, the battle in the Treskov system was a trap designed by the New Republic's strategist Gial Ackbar. After the battle began to take a turn for the worst for Lah and his forces, he took his voxyn and his Battle Group of Yun-Yuuzhan to the natural satellite of Ebaq 9. The warmaster hoped to hunt the Jedi in the New Republic's base there as a last ditch offensive, and he landed his voxyn and troops on the satellite.

However, while fighting in the tunnels of the base, three of the voxyn were killed by the actions of the Jedi, namely Jacen and Jaina Solo, and the others were killed when the Fosh Vergere crashed a stolen RZ-1 A-wing interceptor into the main shaft head of the base. The impact and resulting fireball sucked all of the air out of the tunnels, killing the last voxyn and almost all the warriors in the tunnels, with Lah perishing on Jaina's lightsaber blade soon after. Thus, the last of the voxyn were killed.

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Voxyn can make two bite attacks and one tail attack

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage plus 13 (2d12) acid damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 19 (4d6+5) kinetic damage plus 21 (6d6) poison damage.

If the target is a creature it must also make DC 16 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

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The Voxyn emits a sonic howl from its snout. Creatures within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 32 (5d10 + 5) Sonic damage, be stunned for 1 minute, and is deafened. Takes half damage on a successful save. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The assault specialist rerolls a failed saving throw.

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As a bonus action, the specialist can regain 20 hit points.

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The specialist deals an additional 1d6 damage when it hits with any attack (included).

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When the specialist hits a target with an attack, the attack does an additional 1d4 damage and the target must make a DC 17 Strength saving throw or be pushed 15 feet.

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Any time the assault specialist makes a saving throw, it can roll 1d6 and add it to the total.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The assault specialist makes three attacks with its assault cannon or vibroblade.

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Ranged Weapon Attack +11, Range 80/320 ft., One target. Hit : 10 (1d10+5) energy damage plus 3 (1d6) energy damage

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The assault specialist sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 19 Dexterity saving throw, taking 14 (1d10+1d6+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage plus 3 (1d6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage plus 3 (1d6) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator has advantage on saving throws against being frightened.

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The gladiator makes two vibroblade attacks and one shield bash.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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

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

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The spy makes two weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Organization type
Trooper Variant (Heavy Trooper)

Affiliation

Galactic Empire (Stormtrooper corps)

Coastal defender stormtroopers, more commonly known as shoretroopers, were a specialized variant of the Galactic Empire's stormtroopers trained and equipped for combat in tropical environments. Stationed at the top secret Imperial security complex on the tropical planet Scarif, shoretroopers patrolled the beaches and bunkers of the facility. Shoretroopers operated effectively as sergeants which allowed them to command small squads of regular stormtroopers. One of the notable aspects of coastal defender stormtroopers was that the position they serve in was rotational (temporary); subject to rank (skills and qualification) and operational demands (open positions due to mobilization or transfers). On a galactic scale, shoretroopers as a whole were scarce, as the conditions for necessitating their employment were less frequent, as few stations or garrisons were located on coastal/tropical planets.

Shoretroopers wielded both the E-11 blaster rifle and the upgraded E-22 blaster rifle while stationed on Scarif. They also carried a thermal imploder, a highly explosive grenade that was used to destroy SW-0608, an imperial cargo shuttle the Rogue One team used to bypass the Empire's space station in orbit over the world.

Del Meeko served as a shoretrooper prior to becoming a TIE fighter pilot. Several Shoretroopers were stationed on the ocean planet. They later came into conflict with rebel leaders Leia Organa and Luke Skywalker after they crashed on the world. A type of shoretrooper was the Heavy Shoretrooper, who specialized in heavy weapons.

Armor

There were at least three distinct ranks of shoretroopers, all with unique armor markings. Regular shoretroopers featured sand colored armor, with a red band around their right arm and a white stripe around their left shoulder guard. Squad leaders were identified by a sand blue stripe that went along the top of their chest plates and onto the top of their shoulder guards. Squad leaders also sported a kama attached to their belt. Shoretrooper captains had almost all of their chest plates blue, along with a small plate of armor that was on their left side. Their right shoulder guard was sand colored, but their left shoulder guard was all sand blue, save for the white stripe. Further down the same arm, there were stripes of sand blue and yellow. They also had limited or no upper leg armor for swifter movement in battle, similar to Scout troopers. Although their armor had more capabilities than standard Stormtrooper armor, it proved no stronger, as shown on Scarif. Shoretroopers were also known to use different armor load-outs or weapon configurations based on the conditions of where they were stationed or serve.

For general information about troopers, see Trooper

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.

The trooper makes two blaster rifle or stock strike attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MDM1NWI2MTk5MzUw","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/041_-_Trooper_2C_Shore/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"YWE1OGQ2ZTQ4NWQ4","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/041_-_Trooper_2C_Shore/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5ft., One target. Hit : 3 (1d4+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"ZmQyNjExOTY1ZmY4","flags":{},"name":"Thermal Grenade (1/long rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/041_-_Trooper_2C_Shore/avatar.webp","data":{"description":{"value":"

.

The shore trooper throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire and 2d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

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\"With this knowledge, I can unleash the dark side energies that swirl invisibly around us, even to shatter the fabric of space itself. In this way, I have created storms.\"

- Darth Sidious, in a recording from The Book of Anger

Alternate names
  • Energy storm
  • Emperor's hyperspace wormhole
ClassDark side of the Force
Area
  • Control
  • Sense
  • Alter

Force storm was a volatile dark side Force power capable of creating hyperspace wormholes that were able to displace objects across vast distances and tear apart the surfaces of entire planets. Storms were incredibly difficult to control once unleashed and required mastery in many different Force disciplines.

A Sith artifact called the Darkstaff was known to have created one of these storms during a critical battle in the New Sith Wars. The storm annihilated the Dark Lord Darth Rivan's Battlelord army and transported him not only through space, but forward in time as well, to the Light and Darkness War, where the Sith Lord met his fate. Darth Sidious discovered the technique almost a thousand years later. He described it in The Book of Anger, the first volume of his Dark Side Compendium. He used the technique six years after his first death at the Battle of Endor to capture the Jedi Knight Luke Skywalker from Coruscant. Sidious's pride and confidence in the ability eventually proved fatal during the Battle of Pinnacle Base when he lost control of a storm and was consumed by it.

Description

\"…A storm—but not caused by anything natural.\"

- Luke Skywalker

One of the most powerful known Force abilities in existence, Force storm was capable of violently destroying the fabric of the space-time continuum by opening dimension-altering rifts in the universe. The power allowed a Force-user to generate unique hyperspace wormholes, violent blue vortices of Force energy known as Force storms, anywhere from less than one hundred meters to over one kilometer in diameter. Force storms could devastate the surfaces of entire planets and consume whole fleets of starships. Storms could also safely transport living beings across the galaxy in a short span of time and, if used in conjunction with certain Sith artifacts, could send a being forward in time.

The creation of a Force storm required the user to concentrate an almost palpable degree of anger and hatred into a tangible manifestation of dark side power. There was considerable danger involved in the generation of a Force storm; those who could not control what they had unleashed were often themselves consumed and destroyed. If the person generating the storm was killed, the storm dissipated in minutes. Storms could also be conjured across great distances. Darth Sidious was able to send one storm over thousands of light-years from Byss to Coruscant. Before being able to successfully create and control Force storms, a potential user had to be extremely proficient in the ways of the Force, including instinctive astrogation.

Applications

\"What is it?\"

\"Some kind of wormhole, opening up in space. It's huge! Fifty times the size of our ship! Energy readings are off the scale!\"

\"This is the Antares Six calling the Millennium Falcon. Our scanners just picked up a gigantic hyperspace wormhole. An energy storm of undetermined magnitude is—\"

- Syub Snunb and a crew member aboard the Antares Six

The earliest known usage of the Force storm technique was sometime during the first hundred years of the New Sith Wars. During a pivotal battle on Almas, the reigning Dark Lord of the Sith, Darth Rivan, obtained possession of a malevolent and semi-sentient Sith artifact known as the Darkstaff. Leeching Rivan's Force energy, the Darkstaff conjured a violent Force storm that demolished the Sith Lord's Battlelord army. Rivan, caught in the eye of the storm, was transported through time and space to a battle during the Light and Darkness War between the Army of Light and the Brotherhood of Darkness, over one thousand years later. Bereft of the Force, Rivan was easily slain by a Force-sensitive warrior. Around this time, the Jedi Council classified Force storm as a dark side technique due to its potential for abuse. The power also received a mention in the Jedi training manual The Jedi Path. In one particular copy of the book, Luke Skywalker made a note that the ability had the power to \"kill planets\".

Almost a thousand years later, Darth Sidious was able to develop the technique himself, which he described in the first volume of his compendium of dark side lore, The Book of Anger. In 10 ABY, a reborn Sidious sent Force storms out to numerous star systems throughout the galaxy after unifying the various feuding Imperial factions formed after the Battle of Endor.[12] One such storm was sent to Coruscant to retrieve the Jedi Knight Luke Skywalker during a crucial battle in the Imperial Civil War. The Millennium Falcon and her captain, Han Solo, encountered the storm in Coruscant's upper atmosphere, but Solo wrote it off as simply a magnetic storm.

A short time later, the New Republic EF76 Nebulon-B escort frigate Antares Six had a close brush with the storm above Coruscant. A crew member aboard the Antares Six notified Captain Syub Snunb that he detected a hyperspace wormhole fifty times the size of their ship opening up close to them. The Antares Six attempted to avoid the incoming storm, but the energy interference from the storm prevented the ship's systems from responding. The storm passed right by the Antares Six and headed toward the ruins of Coruscant's Imperial City, indiscriminately destroying any New Republic and Imperial vessels in its path

Sensing a disturbance in the Force, Skywalker was able to detect the storm, as well as the malevolent force behind it, as it dropped out of hyperspace. The Jedi insisted that his allies on the planet abandon him and allow him to face the storm alone. Skywalker and his astromech droid, R2-D2, watched as the storm came for them, tearing apart the surface of Coruscant and destroying or damaging much of the Imperial Palace in the process. The two were safely carried off by the storm and deposited in an Imperial dungeon ship, from which they were transported to Palpatine's fortress world Byss. Six years later, Coruscant had still not recovered from the devastation caused by this storm.

Not long after Skywalker's capture, Sidious accompanied a taskforce, led by his flagship Eclipse, to the New Republic headquarters on the Pinnacle Moon in an attempt to capture Skywalker's sister, Leia Organa Solo, who had stolen a Jedi Holocron from him. After Sidious was defeated by Skywalker in a duel, he poured his rage into the creation of another Force storm, one far more powerful than the one he used to capture Skywalker from Coruscant. The storm headed toward Pinnacle Base and began obliterating the New Republic fleet, destroying twelve ships within moments. Skywalker and Organa Solo countered Sidious by catching him off guard and cutting him off from the dark side with a wave of light side energy. Severed from his hatred and rage, Sidious lost control of the storm and was ultimately consumed by it. After devouring the Eclipse and the Dark Lord with it, the storm dissipated within moments.

Users

\"Now, you will experience my full potency. I live as energy. I am the dark side!\"

- Darth Sidious

Few beings were known to possess the knowledge and skills needed to create Force storms. The Darkstaff had the ability to create a storm with the power to transport an object forward in time, provided that it had access to a vast reservoir of Force energy from which to draw. In The Book of Anger, Darth Sidious claimed that he could create these storms from sheer acts of will, although he confessed that he could not completely control them. Years after writing the text, he boasted that he could finally control his Force storms completely, but in the end, his overconfidence proved fatal. Skywalker later found a recording of The Book of Anger buried beneath the rubble of the Imperial Palace and pondered Sidious's meaning behind the creation of \"storms.\"

Sidious's Dark Side Adepts also had the ability to create these storms, though they had limited control over them. Practitioners of the light side of the Force, such as Jedi, also had the ability to conjure Force storms if they banded together, but in doing so were at an extremely high risk of being corrupted by the dark side. When deciding where to establish his Jedi Praxeum, Luke Skywalker was concerned that one of his students could inadvertently create a Force storm while experimenting with the Force, and so he chose the remote moon Yavin 4 to reduce the number of potential casualties.

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The eye can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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

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If the eye fails a saving throw, it can choose to succeed instead.

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The eye deals double damage to objects and structures.

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.

The eye attacks twice with thunder slam.

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Melee Weapon Attack +16, Reach 20 ft., One target. Hit : 23 (4d6+9) thunder damage

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.

All other creatures within 120 feet of the eye must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

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.

The eye moves up to its speed.

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.

The eye can cause a bolt of lightning to strike a point anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much sonic damage on a successful one.

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.

The eye releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) sonic damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) sonic damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with immovable object, such as a wall or floor, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC19 Dexterity saving throw or take the same damage and be knocked prone.

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The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

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The Imperial Knight Master's Force casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks, 42 force points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1 level: burst of speed, force jump, force throw, tremor,

phasestrike

2nd level: animate weapon, phase walk, rescue

3rd level: convulsion, knight speed, server force, telekinetic

storm

4th level: freedom of movement

5th level: improved phasestrike, improved phasewalk,

telekinesis

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The Imperial Knight Master attacks are enhanced by their precision and the force adding an extra 3d8 to melee strikes (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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\"They're shutting down all the controls!\"

- Obi-Wan Kenobi, during the Battle of Coruscant

ManufacturerColicoid Creation Nest
ClassSabotage droid
CostNot available for individual sale
Width0,25 meters in diameter (in sphere mode)
Mass4 kg
Sensor colorRed

Pistoeka sabotage droids, better known simply as buzz droids, were a type of insect-like automatons that were deployed in swarms during battlefleet actions by the Confederacy of Independent Systems. They could wreak havoc upon squadrons of starfighters that happened to fly through a formation of such deployed droids. Approximately one-quarter of a meter in diameter and well armed for their role, they were typically delivered by discord missiles from droid tri-fighters and Vulture droid starfighters.

Design and function

Buzz droids were intended to disable instead of destroy their targets. Since they were so effective when being deployed by droid tri-fighters, the CIS retrofitted a number of Vulture droids to carry them as well. The buzz droids also had simple maneuvering jets that helped them to move while still encased within their spheres. Once they came into contact with an enemy starship, they would use a magnetic leg to gain a foothold. The outer shell was coated with a heat dissipating alloy that allowed it to penetrate enemy shields; it was also constructed of shock-absorbing materials.

The buzz droid's design was based off the pisto, a pest that lived in tropical regions on the planet Colla IV. When pressed for more droids by the Confederacy, the Colicoids took their existing repair droids and modified them to be saboteurs.

They apparently communicated through chattering, as shown when a group of buzz droids cut off the dome head of R4-P17, Obi-Wan Kenobi's astromech droid, during the Battle of Coruscant.

In some instances, buzz droids were deployed against living beings such as enemy infantry, with gruesome results.

Each droid has a main eye and two secondary eyes used for additional spacial awareness, an x-ray sensor, an extendable probe capable of invading computer systems, and is powered by a reactor primed for self destruction.

History

\"I'm hit! Anakin?\"

\"I see them. Buzz droids.\"

- Obi-Wan Kenobi and Anakin Skywalker

Introduced around the same time as tri-fighters, sabotage droids were feared by Republic pilots. They were often deployed when Separatist commanders wanted to capture starships.

Their earliest recorded use was comparatively late in the Clone Wars, when the Venator-class Star Destroyer Renown was seized by the Separatists. The droids were led by a tactical droid, which dispatched a lone buzz droid to search for the Republic's D-Squad, which had boarded the ship and was in hiding. The buzz droid was seen, and led D-Squad to a swarm of buzz droids. R2-D2 created a perimeter of fire, and M5-BZ sacrificed itself to draw the buzz droids out an airlock and into the void of hyperspace.

Discord missiles were carried aboard tri-fighters at the defense of Cato Neimoidia. They were launched against Eta-2 interceptors piloted by Anakin Skywalker and his Padawan Ahsoka Tano. A discord missile expelled its complement of buzz droids, which attached to Skywalker's craft. he and his astromech R2-D2 knocked away several droids, but the remainder succeeded in causing Skywalker's starfighter to crash, although the pilot and astromech managed to escape.

Some buzz droids were deployed from a HMP droid gunship to attack a Nu-class attack shuttle that carries a entranced clone trooper Tup.

During the Battle of Coruscant, Obi-Wan Kenobi's Jedi interceptor was covered in a swarm of buzz droids, which destroyed his astromech, R4-P17. His former Padawan, Jedi Knight Anakin Skywalker, tried to save him by blasting the buzz droids off, which only resulted in the loss of most of Kenobi's port S-foil. Skywalker then tried to scrape the droids off, which destroyed most of the buzz droids still active at the expense of several more systems on both Obi-Wan and Anakin's respective craft. However, a lone droid scrambled over to Skywalker's interceptor. His astromech, R2-D2, destroyed the buzz droid by hitting it in its central eye with his built-in fusion-welder. The buzz droid bounced over his fighter and was sent jetting away when it fell behind the exhaust of his engines.

Skywalker and Kenobi later encountered buzz droids on foot as they explored the Invisible Hand as they searched for Chancellor Palpatine. The droids were effective against infantry, swarming their opponents and latching onto them. They were no match, however, for a lightsaber, as used by the two Jedi.

Buzz droids became a very deadly weapon once Darth Sidious gave the plans of the Galactic Republic's starfighters to the CIS, and proved effective at destroying these craft in battle. Following the execution of the Separatist Council by Sidious's new apprentice, Darth Vader, these units were deactivated.

However, the billions of buzz droids left behind at the end of the Clone Wars were later utilized to great effect in junk yards, while others were taken to droid gladiator rings.

Warning: The following section is non-canon within the Star Wars Legends continuity. It contains information explicitly released under the Infinities brand and/or confirmed to be non-canon by the author or Lucasfilm. Information exclusive to this section did not happen in the \"proper\" Star Wars Legends continuity.

In addition, during the early stages of the Galactic Civil War, several were also involved in an incident above Coruscant, where they also attacked a Star Tours-owned StarSpeeder 1000 that had fled from an Imperial-orchestrated raid at Spaceport THX1138, although R2-D2 had managed to drive them off.

Non-canon information ends here.

The next time they would be seen in combat was within the hands of the Zann Consortium, which utilized large quantities of these droids during the Galactic Civil War to bring havoc to enemy ship systems during combat. These droids would be deployed from upgraded StarViper-class attack platforms.

Weapon systems

\"R2, hit the buzz droid's center eye.\"

- Obi-Wan Kenobi to R2-D2

Although individual tools might vary for each mission, the little buzz droids that were used in the Battle of Coruscant carried the following weapons: drill heads, puncture and cutting blades, plasma cutting torches, circular saws, prying hooks, and picket and pincer arms. The buzz droids' three sensor eyes included multiple filters and X-ray sensors. Darth Sidious provided the manufacturers of the buzz droid with design schematics of Republic starfighters then in use for maximum efficiency.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) ion damage

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The Sith Reaver can add it's ability modifier to the damage of it's two-weapon fighting attack.

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The Sith Reaver has advantage on dexterity saving throws against effects it can see.

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The Sith Reaver's force and melee attacks are enhanced by its fury adding +3 to any damage rolls the Reaver makes (included).

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The Sith Reaver's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

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The Sith Reaver is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith Reaver

knows the following force powers:

At-will: saber reflect, shock, force push/pull, lightning charge

1st level: phase strike, hex

2nd level: dark shear, darkness, phase walk

3rd level: dark aura, knight speed, sever force, force scream

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Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

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.

When the Sith Reaver makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 21 (3d8+8) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (1d8+8) kinetic damage

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.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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.

Sith Blade Dancer can cast an at-will force power.

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Sith Blade Dancer makes one Doublesaber attack.

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\"They're lyleks—armored insects, with stabbing limbs and poisoned tentacles. They hunt in packs, and they'll travel for days to get fresh food. We might kill the first wave, but we couldn't keep them back for long.\"

- Goll

ClassificationInsectoid
Distinctions
  • Spiked pincers
  • Powerful mandibles with a pair of tentacles

Homeworld
Ryloth
Habitat
Ryloth's equatorial forests
DietCarnivore

Lyleks were a species of large insectoid predators native to the equatorial forests of the planet Ryloth. With their spiked pincers and powerful mandibles with a pair of tentacles near it, the lyleks were the only Rylothian lifeform more dangerous than the predatory gutkurrs. Their ridged, spiked carapaces could deflect blaster bolts. Although the Lyleks lived in hordes, the bigger individuals often dismembered the smaller members of their kind. These hordes were led by a Lylek queen, and their elaborate underground nests could cover up to 15 square kilometers. They communicated by hissing, clicking and chittering. Their carapaces were tough enough to repel even heavy blaster fire, though a precisely aimed shot to the head could put one down.

A swarm of Lyleks attacked Emperor Sheev Palpatine and Darth Vader during their mission to Ryloth after their Star Destroyer the Perilous was shot down by members of the Free Ryloth movement. The two Sith Lords fought a running battle against hundreds of the insects before they were incidentally herded into the swarms central hive. There, they proceeded to kill the gigantic Lylek queen and slaughtered the hundreds of remaining drones.

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The lylek can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

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The lylek can make three attacks: two with its legs or tentacles and one with its tail stinger.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage.

The target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is Medium or smaller, it is grappled (escape DC 15). The lylek can have up to two creatures grappled at the same time.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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As an action, the seer can evoke healing energy that can restore 30 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

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The sage is a 6th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks) and it has 28 force points.

The

sage knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence

1st-level: battle precognition, burst of speed, heal, project

2nd-level: force barrier, force enlightenment, stun

3rd-level: knight speed, share life

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

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Darth Sidious

A Force-sensitive human male, Darth Sidious was the Dark Lord of the Sith and Galactic Emperor who ruled the galaxy from the fall of the Galactic Republic to the rise of the Galactic Empire. Rising to power in the Galactic Senate as Senator Sheev Palpatine, he was elected to the office of Supreme Chancellor and, during the Clone Wars, accumulated wartime powers in the name of security. As the Emperor, he dropped the facade of Palpatine, and henceforth ruled as Darth Sidious in thought and action. His machinations brought an end to the last era of peace in galactic history, replaced a millennium of democracy with New Order fascism, and restored the Sith to power through the destruction of the Jedi Order.


A native of the Mid Rim planet Naboo, Palpatine was born around 84 BBY during the last century of the Galactic Republic. Inherently gifted with the Force, he became Darth Sidious during his apprenticeship under Darth Plagueis. But the Rule of Two dictated that only two Sith Lords could exist at any given time; therefore Sidious killed his Sith Master and took Darth Maul as his first disciple in the dark side of the Force. As Palpatine, he cultivated a political career on the Core World Coruscant, serving as his homeworld's representative in the galactic capital. Driven by a desire for greater power, Sidious manipulated the Trade Federation into a dispute with the Royal House of Naboo, resulting in a chain of events that led to his election as Supreme Chancellor in 32 BBY. Taking Darth Tyranus as his new apprentice, Sidious spent a decade fomenting political unrest until entire star systems seceded from the Republic to form the Confederacy of Independent Systems. The ensuing Clone Wars commenced in 22 BBY, spreading conflict across the galaxy and strengthening Chancellor Palpatine's control of the government and military. When the Jedi moved to arrest him, having learned of his true identity, Sidious executed Order 66, turning the entire Grand Army of the Republic against its Jedi Generals. Shortly afterward, the Republic was officially reorganized into the First Galactic Empire, with Sidious becoming the self-proclaimed Emperor in 19 BBY.


The Emperor ruled the galaxy with Darth Vader as his last apprentice, remaining relatively unchallenged until the formation of the Alliance to Restore the Republic which, in turn, began the Galactic Civil War in 0 BBY. The Emperor foresaw Luke Skywalker's potential to destroy him, so the Emperor manipulated Skywalker into a confrontation with Vader, believing the Jedi aspirant could be turned like his father before him. While Sidious tortured the young Jedi Knight with Force lightning, Vader, affected by his son's compassion, sacrificed his life to destroy the Emperor, thus fulfillingd his destiny as the Chosen One in 4 ABY.


Prior to his demise, he created the Contingency to seemingly destroy the Empire in the event of his death, propagating the idea that Sidious believed the Empire did not deserve to survive without its Emperor. As a consequence, the Imperial remnants were weakened and less able to resist the New Republic. Ultimately, the Empire capitulated the war after the Battle of Jakku in 5 ABY, ending the era founded by Darth Sidious.

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Sith Mastermind is a 20th-level forcecaster. his forcecasting ability is Charisma (force save DC 23, +15 to hit with force attacks, 88 force points).

Sith Mastermind knows the following force powers:

At-will: Affect Mind, Force Disarm, Force Push/Pull, Saber

Reflect, Shock

1st level: battle precognition, disperse force, fear, hex

2nd level: drain vitality, force camouflage, hallucination

3rd level: force lightning, force suppression, improved dark

side tendrils

4th level: drain life, hysteria, shocking shield

5th level: dominate mind, insanity, siphon life

6th level: force chain lightning, mass coerce mind

7th level: force lightning cone, force project

8th level: death field, force link, maddening darkness

9th level: force storm, mass hysteria, master battle meditation

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Whenever Sith Mastermind makes a saving throw against a force power he rolls with advantage.

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Sith Mastermind has advantage on Wisdom (Perception) Checks.

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If Sith Mastermind fails a saving throw, he can choose to succeed instead.

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Sith Mastermind casts precognition on himself every morning.

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"N2YwOTY4NzBjM2Yz","flags":{},"name":"Lightning-Infused Touch","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (3d6) lightning damage.

The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage plus 10 (3d6) lightning damage

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.

Sith Mastermind casts on of his at will powers.

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.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

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.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

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.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

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\"Good girl.\"

- Obi-Wan Kenobi to Boga

DesignationNon-sentient
ClassificationReptavian
Subspecies
  • Deathspine varactyl
  • Dwarf varactyl
  • Pijal varactyl
Skin color
  • Green in females
  • Orange in males
Feather color
  • Blue and green in females
  • Brown in males
Homeworld
Utapau
Diet
Herbivore

Varactyls, also known as Dragonmounts, were reptavian herbivores native to the planet Utapau, though some specimens found their way to worlds such as Kashyyyk and Belsavis.

Biology

They had beaked faces and long, powerful tails that could stretch to 10 meters. The varactyl's flexible neck supported its armor-plated skull, and both male and female dragonmounts had crests and a ridge of mid-body spines displayed during courting. While females sported blue-green plumage and skin, males were mostly dull shades of orange and brown. Most important were the varactyl's five-toed feet. Not only could a varactyl run very fast, but their feet were adapted with tiny hairlike structures that allowed them to climb the rocky walls of Utapau's sinkholes. This marked the varactyl as an excellent mount for the native Utapauns.

A varactyl's vocalizations were short, loud hooting calls.

Varactyls were very intelligent creatures who long remembered previous riders. The varactyl's reaction to a rider depended on how that rider had treated it previously: it would be loyal and affectionate to a good rider, but hostile and dangerous to an abusive one.

Varactyl subspecies included the dwarf varactyl, varactyl venomblade, varactyl preystalker and deathspine varactyl. It could be related to the Nos monster on Utapau.

History

Long ago, the stunted Utai learned to tame wild varactyl and still served as wranglers for the dragonmounts, acting as keepers of both varactyl and their flying dactillion cousins. Varactyl were known to be loyal and obedient steeds. Riding a varactyl was reportedly similar to riding the speedy suubatars of Ansion. Both creatures were fitted with high-backed saddles for their riders.

In order to track down General Grievous, Obi-Wan Kenobi used a particularly swift and loyal varactyl named Boga. In record time, Boga reached the tenth level of Pau City, and engaged General Grievous in his wheel bike in a furious chase through the city.

Commander Cody carried out Palpatine's Order 66 by ordering an AT-TE's gunner to fire upon Boga and Obi-Wan; however, the AT-TE's cannon blast hit a wall near them, and the two plunged to the grotto below.

Many years before the Galactic Civil War, someone had brought a live varactyl egg to Kashyyyk. When the egg was subsequently lost, it hatched, and soon dozens of varactyl populated a section of jungle on the Wookiee homeworld. As varactyls are not known to be able to reproduce asexually, how this happened is unknown.

A large number of varactyls once attacked the Wookiees of the Kerritamba Village. After they had finally fended off the attacks at the Great Tree, the Wookiees drove the varactyls out of the Kkowir Forest.

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If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} -{"_id":"mW6IFVJ3UOxRslgg","name":"ISB Officer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"light combat suit, medium shield"},"hp":{"value":44,"min":0,"max":44,"temp":0,"tempmax":0,"formula":"8d10"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":44,"min":0,"max":44},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Imperial Security Bureau pays attention to patterns.\"

- Agent Alexsandr Kallus, to Cumberlayne Aresko

Organization type
  • Law enforcement agency
  • Intelligence agency
Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Unidentified Director
  • Deputy Director Harus Ison
  • Colonel Wullf Yularen
  • ISB high command
Sub-group(s)
  • Enforcement
  • Imperial Military Department of Advanced Weapons Research
  • Internal Affairs
  • Interrogation
  • Investigations
  • Re-Education
  • Special Operations
  • Surveillance
HeadquartersISB Central Office, Coruscant
Location(s)
  • Imperial Office of Security, Scarif
  • Imperial Security Bureau headquarters, Lothal
  • ISB Academy and Offices, Coruscant
  • Killun Station, Killun
  • Scarif vault, Scarif
  • Viper's Nest, Virkoi
  • Wretch of Tayron, Tayron
Date founded19 BBY
Date fragmented

4 ABY, after the battle of Endor

Date dissolved5 ABY
AffiliationGalactic Empire (Select Committee)

The Imperial Security Bureau (ISB), also referred to as the Imperial Security Office, Security Bureau, or Imperial Security, was a law-enforcement and intelligence agency of the Galactic Empire that was charged with matters of internal state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order (COMPNOR), and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

History

Early growth

The Imperial Security Bureau was formed by Galactic Emperor Palpatine as a secret police organization, dedicated to rooting out enemies of the New Order and maintaining stability throughout Imperial territories shortly after the proclamation of the New Order. Within fourteen years, the organization grew from a handful of agents into an organization double the size of Imperial Intelligence.

Following the Clone Wars, the agency helped oversee the dismantling of Confederate warships and martial supplies. Concurrent loyalty purges saw vast amounts of Separatist propaganda destroyed, rescinded, and withheld. Only a handful of propaganda posters such as Ansibella Delu's Count Dooku: Words of Truth escaped the purges. When Art Group agents discovered egregious violations of its artistic tenets, agents of the ISB were called in to make troublesome artists disappear.

Five years into the Emperor's reign, Imperial Intelligence agents found a cache of communications devices on the remote world of Murkhana and referred the case to the ISB, who brought the matter to the Emperor and his Imperial Ruling Council. It was ultimately decided to send Wilhuff Tarkin and Darth Vader to investigate the cache, which was in reality set up by a small rebel cell, despite the ISB hoping to receive full oversight of the investigation from Imperial Intelligence and the Naval Intelligence Agency.

Fighting the Rebellion

One of the ISB's top members was Agent Kallus, who worked in both the Investigation and Internal Affairs branches of the organization and searched for signs of disloyal activity or insurgency. His primary mission was to ensure it did not spread into a full-scale rebellion against the Empire. In the fifteenth year of the Empire, the Imperial Security Bureau took special interest in the Lothal-based Spectres rebel cell, whose attacks on Imperial outposts revealed risks of sedition and gave warning signs of rebellion. Kallus became a perennial foe of the Spectres before striking an unlikely friendship with the Lasat Spectre Garazeb Orrelios, which led him to reconsider his allegiance to the Empire. Kallus subsequently became the rebel operative known as Fulcrum, who supplied the Phoenix Cell and Spectres with intelligence.

During Nightswan's campaign, ISB Colonel and Clone Wars veteran Wullf Yularen took an interest in investigating the shadowy insurgent leader and pirate known as Nightswan. He was assisted by the Imperial Navy officers Thrawn and Eli Vanto, and future Lothal Governor Arihnda Pryce. Together, they exposed Nightswan's Coruscant spy ring, which included the Higher Skies Advocacy Group and members of the Yinchom Dojo. During the siege of the Creekpath Mining and Refining complex on Batonn, Pryce convinced Yularen to let her accompany Agent Gudry on a mission to disable the Batonn insurgents' deflector shield generator. After Pryce killed Gudry for refusing to evacuate her parents before Thrawn's assault, Pryce blew up the mine's explosive cache to cover up Gudry's murder. This led to many civilian casualties on Batonn, horrifying both Yularen and Thrawn.

Later, Kallus helped the Spectres steal Thrawn's TIE/D Defender blueprints from the Imperial Armory Complex on Lothal. This led Thrawn to realize that the rebels had a mole within the Imperial ranks.Thrawn began screening the local Imperial sector command for the spy with the help of Yularen. To avoid discovery, Kallus framed Lieutenant Yogar Lyste. Despite Kallus' efforts, Thrawn realized that Kallus was the true spy but allowed him to continue operating in order to find Phoenix Squadron's rebel base. Thrawn subsequently tricked Kallus into exposing the location of Chopper Base by disclosing information about the Rebel Alliance's plans to attack the Imperial Armory Complex. However, Kallus managed to escape during the Battle of Atollon and officially joined the Alliance.

After Senator Mon Mothma resigned from the Imperial Senate and condemned Palpatine for his actions during the Ghorman Massacre, the ISB issued an alert for Mothma in an attempt to capture her. ISB agents also visited Cantham House on Coruscant, the meeting place of the Cantham House meetings, based on suspicions they had, and questioned Leia Organa and several others there.

Another ISB agent was loyalty officer Sinjir Rath Velus, who was recruited by ISB officer Sid Uddra. After a brutal period of training on the ocean world of Virkoi, Velus personally interrogated the traitorous Imperial Navy officer Lieutenant Alster Grove, who was part of a cabal that sought to assassinate Darth Vader. Velus interrogated Grove, who revealed his fellow conspirators. While Vader executed the other conspirators, Uddra threw Grove to his death in Virkoi's oceans.

Galactic Civil War

Following the destruction of the first Death Star, the ISB engaged in an increasing number of operations to root out the growing rebellion, and became busier than at any previous time in its history. These operations included a plan to sway mathematical genius Drusil Bephorin to the Empire's cause by keeping her in a sort of luxurious imprisonment on Denon. Project Hidden Eye was aimed at seeding sleeper operatives across the galaxy to spread propaganda and secretly report on citizens. The project, however, was cut short due to the intervention of Commander Luke Skywalker, a hero of the Rebel Alliance.

Post-Endor fragmentation

As with most other governmental agencies following the Empire's defeat at the Battle of Endor, the ISB was left scattered as the New Republic attacked distant ISB outposts and fomented dissent. Twenty days after the Battle of Endor, the ISB kept information on the Emperor's posthumous contingency plan on one of its Black Sites, the Wretch of Tayron. However, the base was taken by Rebel Alliance General Han Solo and his elite Pathfinders. The base commander was unable to initiate a data purge, and the Alliance obtained information on Operation: Cinder, thwarting attempts at its implementation for over three months.

In the months following Endor, the ISB was given full oversight over the security of the Imperial throneworld, Coruscant, after the Imperial Navy refused to provide ships to defend the planet, with Fleet Admiral Gallius Rax viewing it as a symbol of indolence and torpidity. As such, control of Imperial forces was left to the Empire's chief administrator, Grand Vizier Mas Amedda. While the ISB lacked the ships to effectively withstand a New Republic naval assault, ISB-loyal stormtroopers and personnel were deeply entrenched on the surface of the planet, which was already involved in a civil war between the ISB and New Republic–backed resistance movements.

Velus joined a team of Imperial hunters led by the New Republic starfighter pilot Norra Wexley after defecting to the New Republic. After losing his family during a New Republic attack on the Hyborean Moon, Romwell Krass Junior abandoned his post and traveled the galaxy to grieve the loss of his loved ones. During the Battle of Jakku, Commander Brisney served as the ISB officer aboard the Imperial Star Destroyer Inflictor.

Legacy

By 28 ABY, the Imperial Security Bureau had ceased to exist along with the \"Old Empire.\" One former ISB officer was Arliz Hadrassian, a small-time businesswoman who was the leader of the Amaxine warriors, a paramilitary faction that served as a front group for the First Order, a remnant of the Old Empire based in the Unknown Regions. During a meeting with the Centrist senator Ransolm Casterfo, Hadrassian spent hours regaling the young senator with stories about her career in the Imperial Military and the ISB, unaware that he was part of Senator Leia Organa's investigation into the Amaxine warriors.

Organization

Command hierarchy and administration

The Imperial Security Bureau was a sister agency and rival to Imperial Intelligence. The ISB worked closely with Emperor Palpatine, being led five years into his reign by a Bureau Chief under which served Deputy Director Harus Ison and Colonel Yularen, who often operated in conjunction with the Joint Chiefs. ISB was sometimes attached to various fleets, sometimes falling under the command of the Navy and working alongside Naval intelligence. Members of the ISB worked from the ISB Central Office as part of the Federal District on Coruscant, while agents in the field would constantly provide intelligence updates to headquarters. The ISB high command governed the ISB. Many military officers feared the group and its power.

Personnel

Prospective ISB personnel were drawn from the Imperial Academy system and given training within the ISB Academy and Offices complex, located within the Verity District on Coruscant. Members went through a training regimen which included learning xenophobic propaganda, and were taught from the ISB Loyalty Manual. Members of the ISB were taught a specialized vocabulary to prevent outsiders from understanding their conversations. The term \"auditing\" was used to signal that suspects knew they were being investigated. The practice of provoking a suspect to commit a crime was referred to as \"crustbusting,\" and interrogating a supposed innocent in hopes he or she would react suspiciously was known as \"scattering.\" Framing a wanted suspect for a crime to make sure he or she would be arrested was referred to as \"Jabba.\"

Following completion of the Academy, recruits filed into one of several branches of the organization, such as Surveillance, Interrogation, and Re-Education.

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers. Loyalty officers of the ISB were tasked with ensuring that regular troops and officers obeyed orders and conformed to Imperial ideology, and were regarded with great fear and respect. Impromptu inspections, undercover surveillance and seemingly limitless authority gave such officers unprecedented access to the lives of regular servicemen, creating a culture of fear to deter any tenuous links within the chain of command.

While most ISB agents were human, at least one Gotal named Barrisk Favvin worked as an ISB agent in the Kupohan city of Tonekh.

Enforcement

The Enforcement branch of the ISB served as backup for agents in the field, specially trained to provide support when necessary.

Interrogation

Interrogation was the second-largest branch in the ISB, and was intent on extracting information from various lifeforms to obtain valuable information. It claimed to have a 95 percent success rate in recovering useful data from questioned subjects. To that end, the ISB notably used IT-O Interrogation Units developed by the Imperial Department of Military Research.

Re-Education

The Re-Education division was focused on what some called \"brainwashing\" its subjects into supporting the Galactic Empire and its actions across the galaxy. Project Unity consisted of re-educating elements of society resistant to the New Order through a process of psychological manipulation and pharmaceutical conditioning.

Imperial Military Department of Advanced Weapons Research

Advanced Weapons Research was an agency responsible for special research and development of classified weapons, both before and during the Galactic Civil War. Weapons development fell under the arm of Imperial Intelligence while the Imperial Security Bureau defended the agency's secrets.

Internal Affairs

The Internal Affairs division maintained order by investigating possible instances of insubordination within the Empire, with Yularen briefly heading a division dedicated to exposing sedition within the Imperial Senate before becoming Deputy Director of the Naval Intelligence Agency. In addition, a single Internal Affairs officer was stationed aboard all Star Destroyers to investigate any signs of sedition among the crew.

Investigation

Those in Investigation used previously collected data to suppress rebel activity.

Special Operations

Blue Glass Arrow Main article: Special Operations (Imperial Security Bureau)

The Special Operations division was responsible for varying tasks within the Bureau, such as establishing Project Hidden Eye during the Galactic Civil War.

Surveillance

Operatives in the Surveillance branch were by far the most numerous, with its members focused on deciphering encrypted information and analyzing data to screen for potential threats against the New Order.

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The infiltrator halves the damage that it takes from an attack that hits it.

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The Officer makes two attacks.

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage.

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The Officer rallies his troops, giving all allies within 60 feet advantage on their next attack roll.

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The Basilisk war droid is a powerful, semi-sentient combat droid, designed by the Basiliskan race native to the planet Basilisk, located in the Core Worlds. Following the Mandalorian Crusaders' conquest of Basilisk in 4017 BBY, the Mandalorian warriors pillaged the powerful war droids for themselves. To the Mandalorians, the Basilisk droid was known as the Bes'uliik—the \"iron beast\" in the Mandalorian language of Mando'a—and came to be valued as animal-like companions.


Measuring several meters in height, Basilisk droids resemble a cross between a Zalorian rock-lion and a Karran beetle. They are armed with an array of weapons in and on their armored frame, including laser and pulse-wave cannons, shockwave generator rods, and shatter-missile launchers. The Mandalorians were known for riding Basilisk war droids down into the atmosphere of a world from space at tremendous speeds, using gravitational force and the element of surprise to overwhelm their foes. Over time, the warrior culture adapted the droids to suit different combat roles, and developed new iterations of the Basilisk that included enhanced features such as a closed cockpit.


Following the Mandalorians' defeat at Malachor V in the final battle of the Mandalorian Wars, the warriors were commanded by the Jedi Knight Revan to destroy their Basilisk mounts as part of the terms of their surrender. However, not all complied with Revan's demands, and numerous Basilisk droids continued to survive with Mandalorians who refused to give up their beast-like companions, including members of Clan Jendri and Clan Ordo. Even still, the war droids' numbers dwindled over time, and by the rise of the New Republic, most Baslisk droids could only be found in the museums of the galaxy.

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The basilisk counts as an animal for the sake of Wisdom (Animal Handling) checks made on it or while riding it.

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

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If a rider using the basilisk as a mount is killed, the basilisk will release a pained howl and attempt to kill the one responsible without regard for its own safety.

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A rider using the basilisk as a mount can securely store up to 20 lbs. of weapons and 1 day's worth of rations in a storage hatch within reach of their seat.

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The basilisk makes three weapon attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 10 (2d6+3) fire damage

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.

The basilisk launches a missile at a point within 300 feet that it can see. Each creature within a 15-foot sphere of that point must make a DC 16 Dexterity saving throw, taking 18 (4d8) kinetic damage on a failed save, or half as much damage on a successful one.

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.

The basilisk unleashes a crude sonic blast from the rods comprising its nose. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw, taking 18 (4d8) sonic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is knocked prone if it is Large or smaller. The basilisk cannot use this attack while it is in flight.

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\"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused.\"

\"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets.\"

\"That day is here. I have surpassed you, Bane. Now I am the Master.\"

\"Then prove it.\"

- Darth Zannah and Darth Bane

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.


Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.


In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.


In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.


There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":18,"powerLevel":0,"xp":{"value":20000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 19","languages":{"value":[],"custom":"Galactic Basic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"dec":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","token":{"flags":{},"name":"Sith Usurper","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"n9UOF44V4qB9q8EL","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":144,"max":144},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjE2OWJhNDg1MmY2","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

The sith can use a bonus action to take the Dash, Disengage, or Hide action.

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The sith usurper is a 16th-level forcecaster. Its forcecasting ability is Charisma (power save DC 21, +12 to hit with force attacks) and it has 70 force points.

The sith usurper knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, dark side tendrils, fear, force

body, hex

2nd-level: darkness, force confusion, hallucination, phasewalk

3rd-level: force scream, improved dark side tendrils, knight

speed, sever force

4th-level: hysteria, force immunity, improved force

camouflage, shroud of darkness

5th-level: dominate mind, insanity, telekinesis

6th-level: improved force immunity

7th-level: ruin

8th-level: maddening darkness

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YjdmODc5ODljNDc4","flags":{},"name":"Force-enhanced strikes","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

The sith surper's attacks are considered enhanced for the purpose of overcoming damage resistance and immunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDNiYWY0Y2I1YzYy","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

The sith usurper has advantage on saving throws against force powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MjBiZTJiYWIwYzZm","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

If the sith usurper fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Yjc2YzQzM2VmY2Y3","flags":{},"name":"Overpower","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

As a bonus action, the usurper can energize its force powers until the start of its next turn. A creature has disadvantage on its saving throws against an overpowered power. Attack rolls against the sith usurper have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NWNjN2IwODI1OTk0","flags":{},"name":"Quickened Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

When the usurper casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NDlhZDlhNjVmNjJl","flags":{},"name":"Twinned Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

When the sith casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NTg2YmE0ZTlkYWZj","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YTA0ZDkwMzRiMmYw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Sith Usurper makes three attacks.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The sith usurper teleports to an unoccupied point it can see within 60 feet and use its Multiattack. It makes the first attack with advantage, and the attack deals an additional 11 (3d6) energy damage on a successful hit.

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.

The sith makes a doublesaber attack.

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.

The sith usurper casts an at-will power.

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.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

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The Sith Usurper recharges its shadow step action.

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Salvagers

A scavenger or salvager, often abbreviated \"scav,\" is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

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If the Outlaw Archaeologist fails a saving throw, it can choose to succeed instead.

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Creatures have disadvantage on insight checks to determine if the Outlaw Archaeologist is lying. If a creature has caught the Outlaw Archaeologist lying before, they do not roll with disadvantage.

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The Outlaw Archaeologist deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Outlaw Archaeologist that isn't incapacitated and the Outlaw Archaeologist doesn't have disadvantage on the attack.

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The Outlaw Archaeologist has advantage to on saving throws against Tech Powers.

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The Outlaw Archaeologist is a 12th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with power attacks).

The Outlaw

Archaeologist has 29 tech points and knows the

following tech powers:

At-will: electroshock, encrypted message, mending, ward

1st level: element of surprise, holographic disguise, repair

droid, translation program

2nd level: hold droid, infiltrate, shatter, smuggle

3rd level: explosion, tactical advantage

4th level: ballistic shield, cloaking screen

5th level: override interface

6th level: disintegrate

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The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

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.

The Outlaw Archaeologist makes two attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"ZjMwZjJhMWEzMWMw","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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.

The Outlaw Archaeologist casts an At-Will power.

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.

The Outlaw Archaeologist moves up to its speed without provoking attacks of oppurtunity.

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.

The Outlaw Archaeologist casts a Tech Power, expending tech points as normal.

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.

The Outlaw Archaeologist throws an explosive device at a point within 60 feet. All creatures within a 20 foot radius of the point must make a DC 19 Dexterity saving throw, taking 17 (4d8) \u0000re damage and 17 (4d8) energy damage on a failed save, or half as much on a successful one.

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\"Astromech C1-series. Obselete mechanism. No longer in production.\"

- EXD-9, to C1-10P

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
0,99 meters
Weight32 kg

The C1-series astromech droid was a model of C-series astromech droid manufactured by Industrial Automaton. They were used during the Clone Wars and the reign of the Galactic Empire, though by then they were considered antiques and had passed their manufacturer's expiry date a few decades prior. They had three mechanical arms to manipulate objects with, and featured an electrical arc welder. C1-10P, a droid nicknamed \"Chopper\" who served on the Ghost, was a C1 model, although he was mismatched after years of repairs and patch jobs.

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

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The astromech droid leaps up to 40 feet in any direction.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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On each of The Killik's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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The Assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes two weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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DesignationNon-sentient
Average height12 cm
Average lengthNearly 1 meter
Distinctions
  • Eight legs
  • Four eyes
  • Venomous bite
Homeworld
  • Tatooine
  • Tocoya
  • Kirdo III (not homeworld)

Rock warts were orange/brown insect-like crustaceans found on many planets. Their bite delivered a neurotoxin to their victim, which was then used as an incubator for up to twenty eggs.

They were fast-moving scavengers and pests that lived in rocky, secluded habitats, particularly on Tatooine, as well as Tocoya and Kirdo III. Rock warts were usually solitary creatures, and often hid in shadows and attacked when surprised. They were nearly one meter long.

Among the nasty surprises to greet a weary moisture farmer returning to his hovel after a hot day's work could be a spiny rock wart that had crawled into the welcome shade of the home. Though not ordinarily aggressive towards larger animals, rock warts had a deadly neurotoxin that could kill a man as easily as the small invertebrate and lizard prey upon which the creatures usually fed. The lethal venom, administered by a bite to subdue fleeing prey, might just as readily be used by a surprised rock wart in its own defense, having been sat on or stepped upon in the dark. Misunderstanding or not, the unfortunate recipient of a wart wound was seldom alive long enough to care about the reason he was bitten.

In 32 BBY, as he led the Ghostling children to freedom through Mos Espa's subterranean sand drains, young Anakin Skywalker was attacked by a rock wart, but the fledgling hero escaped its venom by administering to it healthy jaw-clamping bites of his own.

Unidentified variation

Top zoologist Lyrre T'enna was unable to identify the species of a roadside creature that resembled the rock wart.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1d3-1) kinetic damage.

The target must make a Constitution saving throw (DC 14). On a success, the creature is unaffected by the venom. On a failure, the creature loses 1d6 Strength, then must attempt another save 1 minute (10 rounds) later. If the second save fails, the creature loses an additional 1d6 Strength. If this reduces the creature's Strength to 0 or lower, it dies.

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Mand'alor

Mand'alor, rendered as Mandalore in Galactic Basic, was the title assumed by the sole leader of the Mandalorian people. Their Protectors established a balance of control in the Mandalorians' warrior clan society. At some point prior to the Clone Wars, a Mand'alor known as Mandalore The Great waged a series of conflicts against the Jedi Order. The Mandalorian Jedi, Tarre Vizsla, once ruled all of Mandalore, and a descendant, Pre Vizsla, leader of the Mandalorian splinter group Death Watch, took the title of Mand'alor during his takeover of Mandalore, the Mandalorian homeworld, but the title became vacant when Vizsla was killed in a duel with Maul.

During the reign of the Galactic Empire, the former Mandalorian super commando Gar Saxon, had wished to be Mand'alor and rule over the Mandalorians. The leader of the Protectors, Fenn Rau, claimed Saxon had no honor, thus Saxon was unable to claim the title. He was, however, installed as Viceroy of Mandalore by Emperor Palpatine. After Gar Saxon's death, his brother, Governor Tiber Saxon, succeeded him and wished to gain control of all of Mandalore, but was killed before he could achieve his goal after Sabine Wren returned to Mandalore with her clan and the Darksaber to free her father.

After Saxon's death, Sabine Wren passed down the Darksaber to Lady Bo-Katan Kryze, who accepted the Darksaber from Wren and with the support of clans Wren, Vizsla, Rook, Eldar, her own Clan Kryze, and the Protectors, represented by Rau, stepped into the role of Mand'alor to unite the Mandalorian people against the Empire.

Prominent Mand'alors: Tarre Vizsla

Tarre Vizsla was the first Mandalorian accepted into the Jedi Order of the Old Republic. During his time as a Jedi, Vizsla created the Darksaber, which was seen as a one of a kind lightsaber. Vizsla eventually became Mand'alor. After his passing, Vizsla was honored with a statue of himself on Mandalore. His darksaber was kept at the Jedi Temple on Coruscant. However, it was stolen by members of House Vizsla. It was used by members of the House and Clan Vizsla to unify the people and strike down their enemies.

The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order, prior to 1019 BBY. The weapon was kept in the Jedi Temple after Vizsla's passing, but members of House Vizsla stole the saber in a conflict with the Jedi during the fall of the Old Republic. The Darksaber was passed down, generation to generation, by the ancestors of Pre Vizsla, who held onto the weapon even after the pacifist ideals of the New Mandalorians replaced the warrior ways of Mandalore.

Prominent Mand'alors: Pre Vizsla

Pre Vizsla was the leader of the terrorist Mandalorian faction known as Death Watch. Following Mandalore's Civil War, Vizsla became leader of Death Watch and attempted to overthrow the New Mandalorians' leadership in order to restore Mandalore's warrior past, seeing Duchess Satine as a tarnish to Mandalorians.

Vizsla's reign as Mand'alor was cut short when Maul and his brother broke out of prison with the former prime minister Almec. In the Sundari's Royal Palace's throne room, Maul challenged Vizsla for leadership, which Vizsla accepted and handled Maul his lightsaber. At first, Vizsla had the upper hand in his duel with Maul by using his jetpack and blasters. However, Maul was able to defeat Vizsla. Vizsla, accepting his defeat, gave Maul the darksaber and was beheaded in front of the Death Watch.

Prominent Mand'alors: Bo-Katan Kryze

During the subsequent civil war and the siege, Kryze was named Lady of House Kryze and Regent of Mandalore by the Jedi. However, the Republic was reorganized into the Galactic Empire, and Kryze was forced out of power by Clan Saxon. However, in 2 BBY, Kryze chose to ally her House with Clan Wren when they chose to resist the Empire. However, when Sabine Wren gave her the Darksaber, Kryze refused due to her failing as Regent. With Clan Wren, she was able to free Sabine's father Alrich Wren. Unfortunately, Kryze learned that the Empire, under Governor Tiber Saxon, had rebuilt the Arc Pulse Generator (a weapon designed to attack mandalorian beskar) that Sabine had designed and codenamed the Duchess after Kryze's sister. Despite wanting to punish Wren for creating the Weapon, Kryze knew that they needed her help to destroy it. Thus, Kryze, Sabine, and their allies boarded Saxon's Star Destroyer. Despite being briefly captured by Saxon and Captain Hark who wanted Wren to improve the Duchess. Fortunately, Wren was able to make the Duchess target Stormtrooper armor. Despite this development, Kryze convinced Wren to destroy it instead of using it against the Empire.

After the destruction of the Duchess and Saxon's star destroyer, Kryze regrouped with her forces. With support from the Protector Fenn Rau and the other clans, Kryze accepted the title Mand'alor and the Darksaber in honor of her people and her sister.
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As a bonus action, Mand'alor can move up to its speed toward a hostile creature that it can see.

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Mand'alor has advantage on saving throws against being frightened.

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Creatures provoke an opportunity attack when they move to within 15 feet of Mand'alor, and they can use their blaster weapons when making opportunity attacks.

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When Mand'alor uses an action to cast a tech power, they can make one weapon attack as a bonus action.

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Mand'alor has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Activating or deactivating the jetpack requires a bonus action and, while active, Mand'alor has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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Mand'alor deals two extra dice of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MzRkMjEzNmNhNTkx","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

While wearing medium armor, Mand'alor adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZmViZGJjYTkxZDZh","flags":{},"name":"Tech-Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

Mand'alor is a 14th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with tech attacks) and it has 60 tech points and can only cast a single 6th and 7th level power before taking a long rest.

Mand'alor knows the following tech powers:

At will: assess the situation, encrypted message, kolto pack,

temporary boost

1st level: energy shield, flame sweep, flash, spot the weakness,

tactical barrier, tranquilizer

2nd level: detect invisibility, electromesh, shared shielding,

smuggle

3rd level: explosion, kolto cloud, tactical advantage, tech

overide

4th level: ballistic shield, defibrillate, kolto reserve, scan area

5th level: immolate, paralyze creature

6th level: disperse energy, firestorm

7th level: greater sabotage charges, tactical superiority

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MWQ4MjY4NzBjMjBi","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

Mand'alor adds it's ability modifier to two-weapon fighting damage. Additionally they gain a +1 bonus to AC while wielding a separate weapon in each hand (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"M2VlODIzYjk3ZGI5","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

Mand'alor makes three weapon attacks and can make two offhand attacks as a bonus action.

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Ranged Weapon Attack +14, Range 40/160 ft., One target. Hit : 20 (3d8+7) energy damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 16 (3d6+6) energy damage.

Mand'alor gains +3 to attack and damage rolls made with this enhanced lightsaber (included). This weapon ignores resistance to energy damage. When Mand'alor attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, they cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 energy damage from the hit.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"The Geeaych-Seven: Four-time winner of the 'Silver Bantha' for excellence in industrial design.\"

- Excerpt from a Chiewab Amalgamated Pharmaceuticals sales manual

ManufacturerChiewab Amalgamated Pharmaceuticals Company
ClassClass 1 medical droid
Height
0,7 meters
GenderMasculine programming
Sensor colorBlue
Plating colorSilver

The GH-7 medical analysis unit was a model of medical droid in operation during the final years of the Galactic Republic. It was manufactured by the Chiewab Amalgamated Pharmaceuticals Company in competition with Geentech's 2-1B, and designed by a group of Columi.

The GH-7 was a multi-purpose automaton designed to handle diagnostics and surgical assistance duties. Though reminiscent of a humanoid form, the GH-7 was not modeled on any particular species, instead designed to perform efficiently on a variety of outlying worlds among any number of alien races. The droid had access to a range of medical duties, all the while wirelessly connected to the current medical facility's main computer. Also, it could serve as an assistant to an organic medic, as it was made so that all of its tools were easily accessible.

The GH-7 was used on many Outer Rim medical outposts, including the CIS facility on Boz Pity and the medical center on Polis Massa. Several decades later, the GH-7 would find use at the Aurora Medical Facility on Obroa-skai.

History

Chiewab Amalgamated Pharmaceuticals Company, though one of the galaxy's largest medical corporations, was not known for making droids. The company could have gained the opportunity to become a forerunner and lead player in the droid market, however, if it had not spun off its subsidiary unit, Geentech. Geentech soon proved too valuable to lose when the company introduced the 2-1B, but by then it was too late to claim copyrights on the valuable property. Before Chiewab could even have a chance, Industrial Automaton swooped in and absorbed the solo franchise. Ever since, Chiewab worked to make amends for the 2-1B with the GH-7, its best contender. Using a percentage of the company's vast profits Chiewab hired a droid design staff comprised entirely of the highly intelligent Columi. The intellectual species' love for logic and efficiency in engineering were qualities expressed in the creation of the GH-7. However, Core World medical facilities continued to purchase the more sophisticated 2-1B or the broader MD-series medical specialist droids, making the Outer Rim a more welcoming market for the droids.

After Padmé Amidala was injured by Darth Vader on Mustafar, she was taken to a medical facility on Polis Massa. There, this soft-spoken medical droid bore the news from the silent Polis Massan medics who worked diligently to save Padmé's life. Though they found nothing physically wrong with her, for reasons they could not pinpoint, she was losing her grasp on life. However, this news was mingled with hope for those present, Obi-Wan Kenobi, Bail Organa, and Yoda; the Senator was pregnant with twins. Though the Polis Massan medics were unable to save Amidala's life, she did give birth to twin infants, Luke and Leia, giving these children a chance at life. A GH-7 unit also assisted in treating the injuries of Jedi Padawan Zeami following the Battle of Coruscant.

Design

The GH-7 was a premier medical droid typically found in some of the better-equipped hospitals and as a personal physician to the wealthy. The GH-7 was designed so as not to mimic any known species to ensure that a wide variety of aliens were comfortable being treated by the droid. The design settled on had a roughly humanoid torso, three main limbs, and a central head unit. The droid was kept easily customizable to account for last-minute emergency needs and use with non-Human races and was equipped with a heuristic processor to allow it to learn new techniques. A slit in the droid's chest also served as a hologram projector, which had the capacity to generate life-sized holograms of a patient in order to better illustrate the steps of a complicated procedure. A separate equipment tray was built into the droid's \"crest\", which held such tools as scalpels, bone spreaders, and other diagnostic tools. Everything on the droid's body was arrayed to allow for easy access. The droid was mostly gray and black, with a bright green holoprojector, display, and photoreceptors, and a blue symbol on the droid's chest to mark the analysis chamber.

On the droid's left hip was a black, L-shaped tray with another, smaller tray slightly above that. In addition to these, the droid boasted a specimen rack that protruded from its side and held sample jars or vials of live cultures. Repulsor fields kept the sensitive liquids perfectly balanced to inhibit spilling.

The droid's torso sported three dexterous arms, two of which were connected to the shoulders and were single-hinged, with three dual-hinged manipulators. The third protruded from atop the right shoulder and was also single-hinged with two dual-hinged fingers. These three limbs allowed the droid to perform various delicate tasks, from collecting specimens to hypodermic injections. A fourth, less-noticeable arm housed a testing probe. This arm was used when analyzing a biological sample to insert the sample into the droid's built-in analysis chamber capable of two kilograms of storage.

The head of the droid was a hammer-headed shape, with a flat \"face\" and a long sloping crest at the back of its head. A wire connected the crest to the back of the droid. Its photoreceptors were wirelessly linked to the medical mainframes of its current facility, as well as doubling as bioscanners and functions that included parallax brainwave readings as well as enabling the droid to see in dim lighting. A disc-shaped display screen exhibited video or pictographic information regarding the GH-7's testing results and its diagnostic conclusions. A comlink was built into the droid for communication over distances.

The design of the GH-7 was so successful that it won the Silver Bantha for excellence in industrial design four times and was recognized for its humanitarian work.

The GH-7 cost 4,840 credits, a price that made it rare to find on poorer worlds, though some patrons donated them to hospitals or clinics on fringe worlds or to serve as relief workers.

Programming

\"Medically, she is completely healthy. For reasons we can't explain, we are losing her.\"

- A GH-7, speaking of Padmé Amidala, to Obi-Wan Kenobi, Yoda, and Bail Organa

The GH-7 was programmed with considerable intelligence, enabling the droid to act as a diagnostician, a surgical assistant, anesthesiologist, and hematologist. The GH-7 was also automatically programmed with the ability to speak Binary and was able to interface with a computer. The droid was, unlike most medical units, transported on and provided mobility by a single whisper-quiet repulsorlift cell for maximum mobility in an operating room and a crowded hospital and to reduce contact with potentially contaminated surfaces.

The droid was programmed with a gentle, calming voice meant to soothe both the patients and their companions alike, in conjunction with this, the GH-7 was programmed with a high degree of compassion, such that independent GH-7s sought work in poor or troubled regions and attempted to heal whatever ill being it came across. It was also programmed with several mannerisms meant to give it a more benevolent and approachable feel, such as gestures or subtle movements or raises in pitch. Its largish head, while echoing the Columi's similarly oversized skull, gave the droid the look of a child, making it seem less threatening, as did the lack of any sharp edges and the rounded appearance. The droid was also inherently programmed with the physician's code and strong prohibitions against harming any intelligent organic being. This was so engrained in their programming that the droids were incapable of engaging in combat except to protect their patients, and even then only utilized weapons set to stun when against an intelligent, living target.

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

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While you are interfaced with this droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your droid, you can roll the dice twice and take either total.

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As an action, the droid can expend a use of a medkit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

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As an action, the droid uses a medpac to restore 2d4+2 hit points to a creature within 5 feet.

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As an action, the droid can administer a charge of an antidote kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.

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\"And look, those animals, I can't explain it. There's something graceful about them. They just move like every particle of 'em is perfectly aligned and entirely free. They'll take you through a storm, over a river, into a building. They'll maul the kriff out of anyone that gets in your way. They're basically a stormtrooper's best friend.\"

- Sardis Ramsin

DesignationNon-sentient
ClassificationReptile (lizard)
Skin colorGreen
Homeworld

Tatooine

Habitat

Desert

DietOminvore

Dewbacks were thick-skinned reptiles native to the desert planet of Tatooine, where they were used as beasts of burden, as well as mounts for specialized sandtroopers known as Dewback troopers.

Biology and appearance

\"Yeah, well. You don't know borcat scat from dewback dung, pal.\" - Temmin Wexley to Sinjir Rath Velus

Rugged reptillian lizards native to the deserts of Tatooine, dewbacks were able to withstand the heat of the world's binary suns, as well as the dust that caused mechanical breakdowns in high-tech conveyances. They had thick hides of scaly green skin, with long, rounded heads and short tails. They plodded through the desert sands on four clawed feet, and while capable of brief bursts of speed, typically became lethargic at night and in colder climates. Female dewbacks laid fifty to eighty-five eggs each standard year. The species was so named because of their habit of licking the morning dew from their backs with their flicking tongues. They made strange, lowing noises, similar to that of a bantha.

Dewbacks in the galaxy

\"I really don't know what the mounties are so fussy about. While we futz around like holograms on the dejarik board, these lucky moes get to roll nobly across the desert on dewbacks.\" - Sardis Ramsin, on Dewback troopers

Dewbacks were utilized on Tatooine as plodding but reliable mounts, and were ridden by citizens of Mos Eisley along with other creatures such as rontos and jerbas. They were also used as beasts of burden to haul goods for merchants or moisture farmers, and pulled podracer parts to starting grids, as during the Boonta Eve Classic podrace held at the Mos Espa Grand Arena.

Gozetta kept a dewback corpse among the big-game trophies at the Xirl hunting lodge, which was discovered by Milo and Lina Graf. During the Age of the Empire, dewbacks served stormtrooper patrols assigned to Tatooine's Imperial garrison. These Dewback troopers used jolts of electricity to control their mounts, using them to batter down property of enemies of the Empire. When prodded, a dewback would put on a short burst of speed. A contingent of sandtroopers dispatched on Tatooine to retrieve the Death Star plans stolen during the Battle of Scarif utilized native dewbacks as their mounts. Two sandtroopers rode dewbacks as part of Darth Vader's escort for his meeting with Jabba Desilijic Tiure at the Hutt's palace following the Battle of Yavin. Jabba's beastmaster, Malakili, kept a small water shiv made from dewback bone.

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The dewback has advantage on Wisdom (Perception) checks that rely on smell.

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The dewback makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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If the Gunslinger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Gunslinger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Gunslinger can take the Dash or Hide actions as a bonus action on its turn.

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The Gunslinger adds 2 to its attack rolls with blasters.

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The Gunslinger ignores half and three-quarters cover, and does not suffer disadvantage on attack rolls at long range. Additionally, the gunslinger can take a -5 penalty on an attack roll with a blaster. If the attack hits, the gunslinger adds +10 to the damage roll.

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The Gunslinger is a 20th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks). The Gunslinger has 23 tech

points and knows the following tech powers:

At-will: assess the situation, electroshock, targeting shot

1st level: element of surprise, energy shield, homing rockets,

tracker droid interface

2nd level: infiltrate, paralyze humanoid, scorching ray, shatter,

translocate

3rd level: explosion, tactical advantage

4th level: ballistic shield, cloaking screen, kolto reserve

5th level: cryogenic spray

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The Gunslinger has advantage on saving throws against tech powers.

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.

The Gunslinger makes three attacks, or it casts a tech power and makes an attack.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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Ranged Weapon Attack +12, Range 40/160 ft., One target. Hit : 18 (3d8+5) energy damage

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The Gunslinger unleashes a barrage of gunfire in a 60-foot cone. The Gunslinger can make a Blaster attack against each creature in that area, dealing an extra 14 (4d6) piercing damage on a hit. A creature hit by an attack in this way must succeed on a DC 18 Constitution saving throw or be stunned until the end of the Gunslinger’s next turn.

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.

The Gunslinger throws a grenade, choosing a point within 45ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Blackarm makes two attacks, either with its Greater Shoni Spear or its Outland Rifle, and uses Incite Rampage if it can.

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Melee Weapon Attack +5, Reach 5ft., One target. Hit : 6 (1d8+2) kinetic damage.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 5 (1d6+2) kinetic damage

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One creature the Kolkpravis' Blackarm can see within 30 feet of it can use its reaction to make a melee attack if it can hear the Kolkpravis Blackarm and has the Rampage trait.

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 14 (4d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 20 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 20 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjQ4ODM5M2FlNDdl","flags":{},"name":"Enhanced Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/381_-_Mnggal-Mnggal_2C_Pool_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal's attacks are enhanced.

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Mnggal-Mnggal has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjFkZTM1YTgxZTU0","flags":{},"name":"Regeneration","type":"feat","img":"systems/sw5e/packs/Icons/monsters/381_-_Mnggal-Mnggal_2C_Pool_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal regenerates 15 hitpoints at the start of it's turn, as long as it has 1 hit point.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZDEzOTA1NTBhMTBi","flags":{},"name":"Spider-climb","type":"feat","img":"systems/sw5e/packs/Icons/monsters/381_-_Mnggal-Mnggal_2C_Pool_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

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Melee Weapon Attack +12, Reach 30 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 10 (3d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 20). A grappled target takes 11 (3d6) acid damage at the start of its turn.

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.

Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 17 Dexterity saving throw or take 16 (3d10) acid damage on a failed save. A target that failed the save must make a DC 19 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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.

Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d8+6) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

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.

Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 19 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"As sure as it is my duty to remain loyal to your command, I also have another duty. To protect those men.\"

- Clone Captain Rex, to General Pong Krell and referring to the clone troopers under his command

GovernmentGalactic Republic
Organization
  • Republic Military
    • Grand Army of the Republic
    • Republic Navy
Position typeMilitary rank
Duties
  • Command of a company
  • Command of a starship

A Clone Captain, also known as clone trooper captain, was a rank held by clone troopers in the Galactic Republic's Grand Army who commanded companies of 144 troopers, although this limitation did not apply to every captain. The sixteen captains of a regiment were in turn led by their respective Clone Commander, or in some cases, a Jedi General. Standard Phase I captains wore armor featuring four maroon circles on the left chestplate as well as a stripe of maroon down the length of each arm, vertically up the middle of the helmet and laterally around the visor.

CT-7567, also known by his nickname \"Rex,\" was a respected and notable Clone Captain who led the 501st Legion and the legion's Torrent Company. He often took orders directly from Jedi General Anakin Skywalker, and served as Skywalker's first in command. Rex also had authority over Execute Battalion and Carnivore Battalion of the 501st Legion.

In the final moments of the Clone Wars, Clone Captains were ordered by Supreme Chancellor Palpatine to betray and kill their Jedi Generals.

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The captain has advantage on saving throws against being frightened.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The captain makes two blaster rifle attacks and throws a fragmentation grenade, if available.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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The captain throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Homeworld
Dagobah
HabitatSwamps

The Spotlight sloth, or spot-light sloth, or Dagobah swamp sloth, was a large furry mammal native to the swamps of Dagobah. The sloth was covered in a waterproof greenish-brown fur. They were so named because of the blue bioluminescent patches beneath the leathery skin on their hairless chests. These \"spotlight\" patches, when revealed, were used to induce plants and fungi to unfold and/or burst. The sloth would then use its small paws to quickly stuff food in to its toothless mouth.

Spotlight sloths favored fresh, succulent flowers along with the berries of the lahdia plant, but willingly ate other plants if necessary. In turn, sloths were preyed upon by Dagobah's knobby white spiders. One stab of the spider's venomous stinger could knock out an unlucky sloth.

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The sloth emits bright light in a 5-foot radius and dim light for an additional 10 ft..

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The sloth makes two fist attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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Ranged Weapon Attack +5, Range 25/50 ft., One target. Hit : 6 (1d6+3) kinetic damage.

If the target is a Large or smaller creature, it is must also make a DC 13 Dexterity saving throw. On a failure, it is also blinded until the end of its next turn.

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In planet-based military organizations, a sergeant was a non-commissioned officer ranking above a corporal and below a Warrant Officer. Sergeants served as squad leaders, or as assistants to commissioned officers commanding larger units and formations. Sergeants formed the backbone of the Imperial Army. The rank of sergeant was also a part of the Sith army in the New Sith Wars. Darth Bane was once a sergeant. In the ranks of the Mandalorian Protectors, the rank of sergeant was called ruus'alor. The rank could and would also be utilized by members of a law enforcement agency.

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Once per turn, the sergeant can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The sergeant makes two weapon attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 7 (1d12+1) kinetic damage

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For 1 minute, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Nothing beats gizka, though, when it comes to being a true pest.\"

- Dexter Jettster

DistinctionsReproduced every few days
Homeworld
  • Possibly Lehon
  • Manaan (immigrated)

Gizka were small reptiles that could be found all across the galaxy.

Biology and appearance

\"Humansssss...taste like gizka.\"

- Anonymous Trandoshan

Whatever their native world, their extraordinary reproduction rate led to a fair amount of gizka on many worlds, even including uncharted planets such as Lehon, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited, as they commonly ate electrical wiring.

They were the source for the delicacy gizka steak. Some species of sentient carnivores, like Trandoshans, seemed to think that gizka were one of those kinds of animals that \"everything tastes like.\"

History

The Ebon Hawk once played host to a temporary colony of gizka, in an incident involving mishandled cargo, an Aqualish and a Tatooine shipping company.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny gizka. The swarm can't regain hit points or gain temporary hit points.

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The swarm can't use its blindsight while deafened.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 7 (2d6) kinetic damage

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":6,"powerLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 17","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"sur":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","token":{"flags":{},"name":"Mandalorian Infiltrator","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"p9d5fCyA8I9Gqz69","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":85,"max":85},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDNhMWVjYTU4ZmVh","flags":{},"name":"Ambusher","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator has advantage on attack rolls against any creature it has surprised.

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The infiltrator has advantage on saving throws against being frightened.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OWM2NjBiZTQ1ODE2","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The infiltrator deals one extra die of damage with its weapons (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MzIxN2QwYmIzM2Vh","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZmU3M2EyNTk4ZGMy","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZjNlZDY1ZGI5MTNh","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NjY0M2Q5YzlhMTAy","flags":{},"name":"Tech-Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 23 tech points.

The infiltrator knows the following tech powers:

At will: assess the situation, combustive shot, encrypted

message, minor hologram, rime shot

1st level: alarm, element of surprise, gleaming outline, smoke

cloud

2nd level: concealed caltrop, infiltrate, smuggle

3rd level: invisibility to cameras

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MzVjOWFiYjMzMGRj","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The infiltrator makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZjczODA0ZDBkYjE4","flags":{},"name":"Sniper Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 150/600 ft., One target. Hit : 18 (2d12+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"ZWY1NzM3NjExMTA3","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (2d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"YWM2MzIxYzYzODAw","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"ZTM1YzgzNmI4NmZi","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"Zjc5NGRmZDg1ZmEz","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

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\"You seen that new VT-16?\"
\"Yeah, some of the other guys were telling me about it. They say it's… it's quite a thing to see…\"

- KE-829 and his partner aboard the first Death Star

Manufacturer

Arakyd Industries

ClassSecurity droid
Height1,5 meters

The BT-16 perimeter droid, also known as the VT-16 (or B'omarr Brain Walker on the version equipped with brain jars) was a bulbous, spider-like droid manufactured by Arakyd Industries.

Characteristics

The BT-16 came equipped with highly sensitive sensor packages, including a Fabritech seismic reader and a Carbanti motion detector. It was armed with a Taim & Bak repeating blaster cannon. The droid also featured a TranLang I Communication module and a vocabulator, though it was only able to speak droid languages.

History

\"A fanatical religious organization that believed they could achieve true enlightenment by having their brains surgically removed and placed into spider droid bodies.\"

- Mayor Mikdanyell Guh'rantt, about the B'omarr Monks.

These droids were used by the Galactic Republic and later the Galactic Empire.

Early production runs reused the chassis of the TS-Arach series Pest Control Droid before the six-legged design was introduced. The B'omarr Monks used these droids to carry brains of those who had achieved \"enlightenment\". The droids were occasionally equipped with vocoders, and lived in Jabba Desilijic Tiure's Palace until his death. The walkers generally went unarmed while carrying a brain, and had trouble doing anything beside walking.

One of the modified B'omarr version, seemingly without a brain, was present on Jib Kopatha's home, Void Station, in 0 ABY.

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.

The B'omarr Brain Walker makes Two Mind Thrust attacks

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One creature within 60 feet of the B'omarr Brain Walker must make a DC 13 Wisdom saving throw, taking 13 (4d6) psychic damage on a failed save, or half as much on a successful one.

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\"They targeted the south support! What are those fool droids doing?!\"

- The Keeper questioning the Hyena bombers

ManufacturerBaktoid Armor Workshop
Class
  • Bomber
  • Droid Starfighter
Cost23.000 credits
Length12,48 meters
Height/depth3,1 meters

The Hyena-class bomber, also known simply as the Hyena droid bomber, Hyena Droid or Hyena bomber, was a droid bomber used by the Confederacy of Independent Systems as a heavy ordnance craft during the Clone Wars. The Hyena bomber also was used as a fighter, but only when needed. Due to its restricted availability, the Hyena-class bomber was missing in many key battles. The bomber saw service in different campaigns on planets such as Christophsis, Falleen and Ryloth.

Characteristics

The Hyena-class bomber was similar in design to the Vulture-class fighter, but had a broader fuselage and two \"head\" units. Unlike the Vulture Droid, the Hyena bomber's wings separated in the middle while in \"walker\" mode. Underneath the second, immobile head, there appeared to be a red photoreceptor protruding from the blue hull. The Hyena-class bomber was capable of carrying four proton bombs, six proton torpedoes and six light concussion missiles inside the bomb bay beneath the hull. The Hyena bomber also carried two light laser cannons which eliminated the need for fighter escort.

Roles

The Hyena-class bomber was originally designed as an air-to-surface bomber. With its twin laser cannons and maneuverability, the Hyena bomber also was used as a fighter but only to support other fighters.

History

\"It appears a surrender is unnecessary. We will all perish for the glory of the Separatist Alliance.\"

- Wat Tambor to Mace Windu, as Hyena bombers approach

The Hyena bomber was first introduced in 22 BBY as a cheaper, more maneuverable bomber by Baktoid Armor Workshop at the beginning of the Clone Wars. Ten of these bombers were first stationed aboard the flagship Invincible of Admiral Trench during the blockade of Christophsis. They were later used to bomb the surface.

The Hyena-class bombers were seen during the Battle of Falleen, early in the Clone Wars. The Separatists completely eradicated the Republic force stationed there and proceeded to attack the fortress of the King. There, they shelled the capital, but could not penetrate the defensive shield surrounding the palace of the Falleen King.

After a Separatist Starship flew over Florrum, the Hyena bomber proved itself as a fighter. The Separatists deployed Hyena bombers along with other droid starfighters with the mission to shoot down Aayla Secura's recon ship that was tasked with a recon mission. The gunship shot down all of the bombers and other craft including Bounty hunter Shahan Alama, then returned to Secura's ship.

The Hyena-class bombers also found use during a battle on planet Kadavo. Lead by Asajj Ventress in her ship the Trident, a squad of bombers was tasked with destroying a Kadavo slave processing facility. The bombers managed to take out one support cable causing the structure to become unstable and toppled several Togruta slaves into lava. The bombers then turned around and began to attack again, but were then destroyed when a Clone trooper shot a proton bomb underneath one of the bombers. After having her bomber squad destroyed, Ventress requested more from General Grievous who was in the process of retreat. Ventress then proceeded to attack but was forced to follow Grievous in retreat.

Bombers were also in use during the Battle of Ryloth. First, Hyena bombers were ordered to carpet bomb all of the Twi'lek villages, as a last ditch effort to destroy what couldn't be taken. While regrouping, Commander CC-6454 witnessed one of these attacks and reported it to General Mace Windu. Windu then ordered Anakin Skywalker to take a Republic squadron and eliminate the bombers. Before Separatist leader Wat Tambor fled the city, his Tactical droid ordered a nearby group of Hyena-class bombers in flight to destroy the capital city of Lessu, and Tambor himself. The bombers were in sight of the city but were destroyed at the last second by Skywalker and Ahsoka Tano.

Hyena bombers were also used by HELIOS-3D in his Droid Army over the planet of Iego. They attacked a lone scout fighter sent by General Kenobi to report on the mysterious activity in an area called \"The Thicket\". The lone fighter destroyed the bombers and other droid forces sent by HELIOS-3D. The fighter returned and Generals Skywalker and Kenobi began to board HELIOS-3D's capital ship. After having his forces defeated, the droid transferred his consciousness into a B1 battle droid and left his body in his command ship.

These bombers were also present at the Battle of Malastare, where they attacked Republic AT-TEs and other targets. Many of the Hyena bombers were shot down by stun tanks but the disabled bombers ended up crashing into Republic armored columns, achieving much the same effect, weakening the Republic forces during the battle. It was only the use of the experimental electro-proton bomb that secured a Republic victory, although its use awoke a fearsome Zillo Beast.

Hyena bombers were commanded by Ventress in the Battle of Sullust against a Republic fleet led by both Skywalker and Kenobi. After Ventress personally joined the battle and engaged the two, Count Dooku was ordered by Darth Sidious to have his elite assassin eliminated. TJ-912, the tactical droid in charge of Ventress' forces, was assigned this task by the Count. After ordering her destroyer to fire upon the command ship where Ventress and the two Jedi dueled, TJ-912 contacted one of her bombers and ordered it to calculate its flight path to terminate in the flagship's main hangar. The bomber then flew directly through cannonfire and went flying on its suicide run into the hangar as commanded, crashing and almost hitting Skywalker, Kenobi and Ventress, who barely managed to jump out of its way. Despite the immense damage to the command ship and the suicide bomber, the three combatants were able to escape the dreadnaught's destruction.

During the Battle of Dathomir several landing craft and Vulture Droids launched from the Separatist supply ship and headed towards Dathomir. Soon when the battle started Ventress saw droid fighters in the sky. A couple of Hyena bombers bombed the surface of Dathomir, damaging the entrance to the Nightsister fortress.

Hyena bombers were also seen in the battle of Scipio. The Hyena bombers were used for the first attack on Scipio. The Vulture Droids and Hyena bombers flew on to the planet and bombed the cruiser and then stayed there with the Vultures. Soon when Anakin lead his attack on Scipio, a squad of Z-95 Headhunters lead by Hawk headed to the Separatist ships. Several Vulture Droids and Hyena bombers launched from on top of the Count Dooku's Dreadnaught and his Separatist supply ships. The Hyena bombers passed the Headhunters while the Vulture Droids engaged them. When Count Dooku retreated with his ships, the Hyena bombers and Vulture Droids left too while Anakin and his gunships passed. When Anakin's gunships were closer to the landing platform on Scipio, Several Vulture Droids and Hyena bombers that stayed launched and headed towards the Gunships and Hawk's fighters. The Hyena bombers were destroyed at first which then only left the Vulture Droids to engage the Headhunters.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":6,"powerLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"darkvision 60 ft., passive Perception 16","languages":{"value":[],"custom":"Binary, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","token":{"flags":{},"name":"Hyena-Class Bomber","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"pN23tHi6xgtAEa6i","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":168,"max":168},"bar2":{"value":14,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZjRiMDcwOTYyZmQ4","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","data":{"description":{"value":"

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

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The bomber deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTZhNjk0ZDlkNDUw","flags":{},"name":"Deflector Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","data":{"description":{"value":"

The bomber adds 3 to its AC against one attack that would hit it. To do so, the bomber must see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YThmOTgyNGRmMjgz","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The bomber makes two light laser cannon attacks or two slam attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ODU3ZjAxMjM4ZmE5","flags":{},"name":"Slam","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Ranged Weapon Attack +2, Range 100/200 ft., One target. Hit : 42 (5d12+10) energy damage

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Ranged Weapon Attack +2, Range 100/200 ft., One target. Hit : 16 (3d10) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 10), taking 16 (3d10) energy damage on a failed save, or half as much on a successful one.

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Ranged Weapon Attack +2, Range 300/600 ft., One target. Hit : 11 (2d10) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 10), taking 11 (2d10) energy damage on a failed save, or half as much on a successful one.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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While wielding the heavy blaster or the techblade the Bounty Hunters AC increases by 1

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When you deal damage to a creature with your weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage. (Damage is included in the attack section)

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When a creature is reduced to 0 hit points by the disruptor rifle, it must make a DC 12 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

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The Bounty Hunter is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +7 to hit with power attacks, 24 tech points).

The Bounty

Hunter knows the following powers:

At-will cryogenic burst, targeting shot, assess the situation

1st Level target lock, tracer bolt, absorb energy, energy shield

2nd Level translocate, infiltrate, smuggle

3rd Level explosion, cryogenic suspension

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The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

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The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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Black Sun

Black Sun held a massive amount of reach and inuence, extending its tendrils of corruption deep in the various galactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was just the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its information networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to Black Sun rivaled those belonging to a large planetary army, including foot soldiers.

Below the leader of Black Sun were nine Vigos (Old Tionese for \"nephew\"). Each Vigo ruled over his or her own territory and sector. 

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The HRD will pass as human from all but the most sophisticated of scanners and even these are more likely to identify the HRD as organic but not human.

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The HRD has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The HRD's attacks are considered enhanced.

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On each of The HRD's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The HRD deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the HRD doesn't have disadvantage on the roll.

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The HRD has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit.

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If the HRD is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the HRD instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The HRD makes three unarmed strikes or three blaster pistol attacks.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Strength saving throw or drop one item it is holding (HRD's choice).

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Dexterity saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Constitution saving throw or be stunned until the HRD's next turn.

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\"I'm Arakyd Industries Security droid Z-58-0, Twi'lek\"

- Zeeo

ManufacturerArakyd Industries
ClassSecurity droid
GenderMasculine programming

Z-58-0 security droid, or Zeeo, was a floating security droid manufactured by Arakyd Industries that once worked for Black Sun.

Biography

He became the companion of mercenary Rianna Saren after he saved her from a Black Sun smuggler; she removed his restraining bolt, and he offered her his database on Imperial computer systems. Zeeo worked alongside Rianna during her battle against the Imperial slaver Zarien Kheev, and her investigation of the Death Star project and proved himself to be very useful. On Coruscant, he helped Rianna to steal an Imperial shipment; on Alderaan he sliced the main computer of the Agricultural research vessel and gathered the intelligence on it's purpose; on Mustafar he set the main drilling shaft on overdrive; on Tatooine he helped Saren to defeat the rancor; on Despayre Zeeo downloaded the Imperial codes that allowed them to escape the Death Star and on Danuta he saved Rianna by sacrificially taking Zarien Kheev's final shot. He also opened numerous doors, deactivated alarms and force fields. Zeeo was also a good fighter, being capable to stun the enemies with electricity and equipped with a powerful weapon–the Dual Cannon

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

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The droid comes with proficiency in security and slicer tools.

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While you are interfaced with this droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by the droid taking the Help action you can reroll one of the dice once.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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.

The Security Droid may enter a sentry state, granting the benefits of the alarm tech power to a target creature within 10 feet of the droid at the time of entering the sentry state. The Security Droid must remain within 60 feet of the warded location or the ability ends.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid (human)","environment":"","cr":21,"powerLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 28","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0.5,"ability":"wis","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","token":{"flags":{},"name":"Jedi Vaapad Master","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"pwnsyNVeZW8udkcZ","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":170,"max":170},"bar2":{"value":21,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmFhZjk5OWFmNGI4","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

When Jedi Vaapad Master fails a saving throw, he can choose to succeed instead.

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Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

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Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

The

Jedi Vaapad Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: stun, stun droid sever force

3rd level: telekinetic storm, knight speed

4th level: freedom of movement, force immunity

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZGJlOGRiNWE0ZWRl","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, Jedi Vaapad Master adds his Wisdom modifier to AC.

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The Jedi Vaapad Master can choose one creature or object within 60 ft.:

If targeting a creature or construct. The Jedi Vaapad Master's attacks will deal an 2d8 additional damage on a hit. This effect will last up to a minute.

If targeting an object. The Jedi Vaapad Master will be able to find the object's weak point and can make an attack roll and shatter the object on a hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MTE5Nzc2YWI2MjE4","flags":{},"name":"Vaapad","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

The Jedi Vaapad Master has advantage on any attacks made against a creature with darkside alignment.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"Mjg2ZTRiMGRmOWJl","flags":{},"name":"Combat Caster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

When the Jedi Vaapad Master uses his action to cast a force power, he can use a bonus action to make a martial lightsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MGNhMjg2ZjY3Y2Nm","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

The Jedi Vaapad Master is a 17th level forcecaster it's forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 51 force points).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MmJiNWVjNzIxNWVm","flags":{},"name":"Vaapad Strike","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

The Jedi Vaapad Master can utilize his reaction to make a lightsaber attack on a creature that has just made a successful attack against it

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NDcwYTI4MmY2YzM1","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When the Jedi Vaapad Master makes three martial lightsaber attacks or casts a force power and makes a light saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OWFkZGFiNjg3Mjkw","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 5 (1d10) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"],["1d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"YzI4ZWQ5MTFiOTYy","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"MzNkMzg1NzNkY2E0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"YTg2NGQ3NzlkZDQ5","flags":{},"name":"Forcecasting (1 legendary action per power level)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZWIyN2FmY2E3NDdj","flags":{},"name":"Martial Lightsaber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master makes one Lightsaber attack.

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\"I'm 0-0-0 or Triple-Zero, if you prefer. I'm a protocol droid, specialized in etiquette, customs, translation and torture, ma'am.\"

- 0-0-0 introduces himself to Doctor Aphra

ManufacturerCybot Galactica (chassis) 
ClassProtocol droid
Sensor Color
Red
Plating Color
Dark silver

0-0-0, also known simply as Triple-Zero, was a protocol droid designed to specialize in etiquette, customs, translation and torture.

Characteristics

\"This is the Triple-Zero protocol personality matrix. Had a few bugs. Twitchy coupling. Neurocybernetic glitches. Tendency to drain organics to collect their blood. That kind of thing.\"

- Doctor Chelli Lona Aphra

0-0-0 specialized in the fields of etiquette, customs, translation and torture. His chassis was colored a dark silver, and he possessed red photoreceptors.

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The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers).

\n

It has 22 tech points and knows the following tech powers:

\n

At will: assess the situation, electroshock, venomous strike

\n

1st-level: poison dart, spot the weakness, toxin scan, tranquilizer

\n

2nd-level: paralyze humanoid, toxin purge, truth serum

\n

3rd-level: tactical advantage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

If the target is a creature, the creature is shocked until the end of its next turn.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":9,"powerLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 10","languages":{"value":[],"custom":"Kaleesh, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/avatar.webp","token":{"flags":{},"name":"Kolkpravis Khagan","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"q80pqRoTecpn2V9y","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":113,"max":113},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjJhOWVmNGU0YTZk","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/avatar.webp","data":{"description":{"value":"

The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and be wielding a melee weapon.

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.

The Kolkpravis Khagan makes three melee attacks once with Blade of Plague and twice with Blade of Pain.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage plus 4 (1d8) kinetic damage.

The target must succed on a DC 16 Constitution saving throw or become Poisoned.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage plus 22 (4d10) lightining damage

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Ranged Weapon Attack +7, Range 20/60 ft., One target. Hit : 12 (2d8+3) kinetic damage plus 22 (4d10) lightining damage

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For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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If the Padawan surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

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The Padawan can use a bonus action to take the Dash, Disengage, or Hide action.

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The Padawan's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

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The Padawan is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +6 to hit with force attacks, 18 force points).

The Padawan

knows the following force powers:

At-will: saber reflect, give life, force push/pull,force disarm,

spare the dying, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, heal

2nd level: stun droid

3rd level: telekinetic storm, knight speed, share life

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The jedi makes two lightfoil attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

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Darth Vader

Anakin Skywalker, a Force-sensitive human male, was a Jedi Knight of the Galactic Republic and the Chosen One of the Force. During the Clone Wars, his accomplishments as a battlefield commander earned him the Hero With No Fear moniker. After turning to the dark side of the Force, he became known as Darth Vader—Dark Lord of the Sith and apprentice to Emperor Darth Sidious. As a Sith Lord, Vader turned against his former comrades and hunted the surviving Jedi into near extinction. He became an enforcer of the Galactic Empire, who worked to crush the Alliance to Restore the Republic for opposing his Sith Master's will. Yet despite his actions as Darth Vader, a glimmer of the light side of the Force remained within the former Anakin Skywalker.


Skywalker was born in the year 41 BBY before moving to the Outer Rim planet Tatooine during the Age of the Republic. Although he had a mother, the slave Shmi Skywalker, the truth about his parentage was that Anakin had no father—leading Jedi Master Qui-Gon Jinn to suspect that Skywalker's conception was the work of the midi-chlorians. Recognizing the boy's unprecedented connection to the Force, Jinn was determined to see Skywalker trained as a member of the Jedi Order, the task of which ultimately fell to his Padawan Obi-Wan Kenobi following Jinn's death in 32 BBY. Over the next decade, Skywalker rose to become one of the strongest Jedi in galactic history. While he was both caring and compassionate, his fear of loss was ultimately the catalyst for his downfall. During the war, Skywalker trained a Padawan, Ahsoka Tano, who ultimately left the Jedi Order after she was framed for the terrorist attack on the Jedi Temple. The loss of Tano affected Skywalker on a personal level, causing him to feel more isolated and bitter towards the Jedi High Council. With the Clone Wars nearing conclusion, Skywalker succumbed to the temptations of the dark side, believing the Sith had the power to save the life of Senator Padmé Amidala, his secret wife. Christened \"Darth Vader\" by his new Master Darth Sidious, the newly-minted Sith Lord assaulted the Coruscant Jedi Temple, killing fully-trained Jedi and novice younglings alike. After assassinating the leaders of the Confederacy of Independent Systems, Vader was confronted on Mustafar by his one-time friend and mentor, Kenobi, resulting in a lightsaber duel that left Vader burned and mutilated. As a consequence of his defeat, he was rebuilt as a cyborg and encased in a life-sustaining suit of armor, further distancing the persona of Vader from that of Anakin Skywalker. In addition, Amidala's death in childbirth broke the fallen Jedi Knight's heart, leaving him more machine than man mentally as well as physically.


Throughout the Dark Times, the former Anakin Skywalker brought fear to the galaxy in his capacity as the Emperor's dark enforcer. However, in spite of his deep immersion in darkness, Vader never succeeded in fully killing the side of himself that was Skywalker. His confrontation with his son, the aspiring Jedi Knight Luke Skywalker, during the Galactic Civil War awoke the compassion within the Sith Lord, causing Vader to renounce his allegiance to the Sith in order to save Luke from the Emperor's wrath. By killing his Master, however, Vader sustained critical damage to his armor, making death inevitable. Resigned to his fate, his dying wish was to see his son with his own eyes for the first and final time. In the end, he died not as Darth Vader but as Anakin Skywalker, the Chosen One who brought balance to the Force by destroying the Sith. His destiny fulfilled, Skywalker's consciousness was able to endure beyond death due to his sacrifice and redemption, allowing him to live on in spirit alongside his deceased Jedi mentors, Obi-Wan Kenobi and Grand Master Yoda. Yet the legacy of Vader also survived through Kylo Ren, his grandson by Princess Leia Organa. As Vader's descendant, Ren believed it was his destiny to complete his grandfather's legacy: the annihilation of the Jedi Order.

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As a bonus action, Sith Cyborg casts rage on himself when his hitpoints get below half (173).

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During his turn, Sith Cyborg can halve his movement speed in order to immerse himself in the force and protect himself from blaster fire, and therefore can use his reaction to cast the saber reflect power once per turn instead of once per round.

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Sith Cyborg is a 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Cyborg knows the following force powers:

At-will: affect mind, denounce, force disarm, force push/pull,

saber throw, saber reflect

1st level: burst of speed, curse, force jump, sap vitality, sense

force, wound

2nd level: drain vitality, force sight

3rd level: bestow curse, choke, knight speed, horror

4th level: drain life, hysteria, shroud of darkness

5th level: dominate mind, telekinesis, siphon life

6th level: crush, telekinetic burst

7th level: master speed, whirlwind

8th level: earthquake, master force scream, telekinetic wave

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Whenever Sith Cyborg makes a saving throw against a force power he rolls with advantage.

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Sith Cyborg has advantage on Wisdom (Perception) Checks.

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If Sith Cyborg fails a saving throw, he can choose to succeed instead.

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When a creature hits Sith Cyborg with an attack, it takes 6 psychic damage as long as Sith Cyborg is not incapacitated

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Whenever Sith Cyborg makes a saving throw against a tech power he rolls with advantage.

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

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Sith Cyborg can use his Frightful Presence. He then makes three greatsaber attacks or one greatsaber attack and casts a force power.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature of Sith Cyborg's choice that is within 90 feet of Sith Cyborg and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Sith Cyborg's Frightful Presence for the next 24 hours.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (3d8+7) energy damage plus 18 (4d8) necrotic damage.

On a hit a creature makes a DC 20 Wis save or become frightened.

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.

Sith Cyborg can move up to his speed without provoking opportunity attacks.

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Sith Cyborg can cast an at-will force power.

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Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

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Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

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\"Bor Gullet can feel your thoughts. No lie is safe. […] Bor Gullet will know the truth. The unfortunate side-effect is that one tends to lose one's mind.\" 

- Saw Gerrera, to Bodhi Rook

ClassificationMairan
Eye colorWhite
Skin colorPurple
Homeworld

Maires

Bor Gullet was a purple-skinned Mairan with the ability to read thoughts. Saw Gerrera used it to torture Bodhi Rook on Jedha to ascertain the truth behind his claim of being in contact with Galen Erso. Afterwards, Rook was for a time left a gibbering wreck, unable to speak a coherent thought and acting very panicky. Despite this, Rook showed some resilience, as he recovered upon hearing himself referred to as \"the pilot,\" and was able to recover enough of his senses to escape from Jedha when Jedha City was targeted by the superlaser of the Galactic Empire's Death Star superweapon.

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The bor gullet is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each such creature, as well as each such creature's intelligence score, but it can't sense anything else about it. Droids and creatures protected by a mind blank power or other similar power cannot be perceived in this manner.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"N2Y5OWFjOTczODQz","flags":{},"name":"Fortified Mind","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

The bor gullet has advantage on saving throws against being charmed and frightened, and it can't be put to sleep.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDFmYjVhMTZjMjg2","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

If the bor gullet fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ODVjYjM3MmUxM2My","flags":{},"name":"Psychic Link","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

The bor gullet can establish a psychic link with any creature that it successfully grapples with its tentacles. Until the psychic link ends, the bor gullet can perceive everything the target senses. The target is aware that its mind is linked, and the bor gullet can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Intelligence saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the bor gullet are more than 1 mile apart, with no consequences to the target. The bor gullet can form psychic links with up to ten creatures at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2M3YTkxMjNhM2Fm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The bor gullet makes three tentacle attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"OTRlMjBmYzIzMDVj","flags":{},"name":"Tentacle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 20 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NWVhN2Y3ZTRiNmU3","flags":{},"name":"Mind Blast (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet emits psychic energy. Creatures of the bor gullet's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"Yzg5NGNlMTNhM2M1","flags":{},"name":"Sense Thoughts","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature with which it has a psychic link. The bor gullet gains insight into the target's emotional state and any thoughts that loom large in its mind (including worries, loves, and hates). The bor gullet can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the bor gullet succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YmQxYTc5NDhmMzI4","flags":{},"name":"Tentacle","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 20 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YjA4MTY4Y2ZhYzI2","flags":{},"name":"Break Concentration","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet breaks the creature's concentration on a power it is using. The creature also takes 1d4 psychic damage per level of the power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZjczZWNjOTMwMDYy","flags":{},"name":"Psychic Pulse","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. Enemies of the bor gullet within 10 feet of that creature take 10 (3d6) psychic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"ZGE0OWUxYzRiNDNi","flags":{},"name":"Sever Psychic Link","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000}]} -{"_id":"qf99VSLXLh9TdVPn","name":"Exogorth, Adolescent","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":23,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":1,"min":3,"mod":0,"save":4,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"natural armor"},"hp":{"value":168,"min":0,"max":168,"temp":0,"tempmax":0,"formula":"16d12+64"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":30,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":4,"powerdc":12,"powerLevel":0,"bar1":{"value":168,"min":0,"max":168},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"The cave is collapsing!\"

\"This is no cave.\"

- Leia Organa and Han Solo

Average length1-900 meters
Skin color

Brown

Eye colorBrown
Average lifespan30.000 years
HabitatAsteroids
DietMinerals

The exogorth, colloquially known as the space slug, was a gigantic species of toothed gastropod. They were silicon-based lifeforms that survived in the vacuum of space by making their homes in the caverns and craters of asteroids. They fed on the minerals of asteroids, various stellar energy fields, mynocks (another silicon-based lifeform), ships, and other unfortunate creatures that unknowingly passed into its mouth. The average adult space slug grew to about 10 meters in length; however, there had been instances of near-kilometer-long specimens. Some slugs were known to continuously grow to sizes that rivaled capital ships in sheer bulk, with some weighing over a million kilograms.

Biology

Space slugs reproduced asexually by fission. Once an adult slug reached a certain size, a chemical trigger would cause it to split into two identical slugs. The two new space slugs would immediately become self-reliant. Space slugs also molted as a result of their growth. Occasionally, this mechanism would be overridden, and the slug would grow to monstrous sizes.

A space slug would travel through the asteroid belts they inhabited by pushing off the surface of one asteroid and floating through space to land on another. They also could use stellar winds to help propel themselves through space. Through highly evolved sense of spatial awareness, they were capable of calculating the speed, trajectory, and distance of perilous moving bodies around them. This sense of spatial acuity also aided them in hunting food. They appeared to have been able to anchor themselves into a cave in an asteroid with tendrils, which also drew nutrition directly from the asteroid itself. As a space slug did not remain in one asteroid for its entire life, it can be assumed that they could break free from their point of anchorage without causing significant injury to themselves. Although their primary diet, similar to mynocks, was passive radiation, they did tend to chomp on rocks and metal as well.

On occasion, the naturally occurring chemical trigger would cause the space slug to kill whatever occurred near them. These oddities were known to reach sizes of nearly one kilometer in length. These colossal slugs were known to take sizable bites out of capital ships that passed too close to the slug's current dwelling, and even swallow smaller vessels whole. At these sizes, the mynocks they ate would often become internal parasites, rather than nourishment, living inside the cave-like esophagus of the slugs that ate them. Some slugs had entire ecosystems of other life living within their digestive tracts.

A natural predator of the space slug was the colossus wasp.

Exogorth variations

A number of space slug variations existed, such as the giant slug, the crimson slugs, and the Cularin slugs. Giant space slugs were larger than average ones. It remains unclear if they were a separate species from the common space slug, or just individuals larger than normally reported.

Crimson slugs were a species of space slug native to the asteroids of Tapani sector. They were distinguished by a red stripe down either side of the body.

Cularin space slugs were a variety of exogorth found in the Cularin system which proved to be comparatively easy to train. Some theorized that they were descended from a domesticated form of space slug. Other theories held that these exogorths were descended from natives to the world which formed the Cularin system asteroid belt (Oblis) before its destruction, and that these creatures survived and adapted to the void of space. They may have been related to—or the same creature as—the space worms which hollowed out the moon Eskaron.

History

\"They're the last remnant of a species that predates history—an unlikely being, if ever there was one. No one knows how or why they evolved—just that we have found a number of them in the galaxy, going about their business…Time has no meaning for such a creature…We thought for a time that they might have once been plentiful in the galaxy—and the ones we find now are the only ones left.\" - Arkoh Adasca

The House of Adasca found a way to control the slugs, known to Adascorp scientists as exogorths, after the Great Sith War. Based on the research of Gorman Vandrayk, Adascorp was able to control the hunger drives, growth rate, and reproductive fission processes of the creatures. Arkoh Adasca placed control mechanisms and hyperdrive engines on a group of slugs and sought to sell them to the Republic, the Mandalorians, or the Revanchist faction as superweapons. With the Adascorp modifications, the exogorths could be sent through hyperspace to a specific system. Once there, their increased rate of growth and division could lead to destruction of space stations, asteroids, moons, and possibly even planets. The original exogorths could be sent to another system once they had divided, making it possible to disrupt or destroy hundreds of systems in a very short time. None of the parties who were invited to bid on these new weapons were enthusiastic about using them, however, all three were interested in making sure the weapon did not fall into the other parties' hands. Camper was able to escape and used the exogorths to kill Adasca atop of the Arkanian Legacy's bridge and then lure them out to Wild Space.

During the Galactic War, the lair of a rare exogorth was found in the Minos Cluster. Upon being investigated, the worm was just shedding its valuable skin, and several pieces of it were retrieved for studying.

One 80-meter-long specimen was observed by the University of Sanbra in the Borkeen Belt in 22 BBY. This space slug made headlines, as it was the largest ever found by the university.

Thousands of years later, the notorious Mugaari pirate Clabburn the Elder seeded the Hoth asteroid field with space slugs, in order to protect his hidden smuggler bases. In one recorded occurrence a slug living in that asteroid field grew to a size of about 900 meters in length. It was found and officially recorded by Gamgalon the Krish, who made a living by capturing these massive specimens.

The asteroid belt in the Algunnis system of the Trax sector was home to several huge exogorths.

Han Solo unwittingly hid the Millennium Falcon in a space slug of similar size when running from the Galactic Empire after the Battle of Hoth. Since exogorths insulated themselves deep inside asteroids and their own heat-generating waste, Leia Organa, Han Solo, and Chewbacca were able to survive inside the space slug with only breath masks to provide oxygen. Solo had heard stories for years of the giant slugs, and had been warned of their dangers, but he dismissed them as mere \"ghost stories.\"

Certain facilities that resided in space kept a space slug living close by to help keep the pesky mynock population down. To keep these specially used slugs from reproducing and growing to uncontrollable sizes, katrium was introduced into the creature's system on a regular basis.

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The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","effects":[]},{"_id":"OGU0ZmQwNTBiNWRi","name":"Legendary Resistance (1/long rest)","type":"feat","data":{"description":{"value":"

If the exogorth fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","effects":[]},{"_id":"NzY5NTcxMWMyMTYz","name":"Huge Strength","type":"feat","data":{"description":{"value":"

The exogorth's melee weapon attacks are considered enhanced.

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The exogorth deals double damage to objects and structures.

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The exogorth can survive in the vacuum of space.

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.

The exogorth makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 14 (4d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 13 (2d6+6) kinetic damage.

If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"We think, therefore we are. Therefore, we will propagate. Therefore, we will remain.\"

- IG-88

IG-88, also known as IG-88B, or as a Phlutdroid, was a rogue, deadly masculine IG-series assassin droid manufactured by Holowan Laboratories who worked as a bounty hunter. Following the Battle of Hoth, he and several other bounty hunters were summoned by Darth Vader to the Executor and hired to track down the Millennium Falcon and her Rebel crew. Unable to track his quarry, IG-88 trailed his chief rival, Boba Fett, to Bespin, where the bounty hunter nearly destroyed the assassin droid, however IG-88 managed to survive. At some point IG-88 undertook a software infiltration into Death Star II, but his plan was single-handedly thwarted by R2-Q5. The droid later met with mercenary Bazine Netal to speak about the location of the Millennium Falcon.

Biography

Origins

The first of the IG-series assassin droid models created in secret by Holowan Laboratories. IG-88[10] also known as IG-88B or as a Phlutdroid, realized his skill and desire to kill the moment he was first activated and turned on his creators, killing everyone in the lab. From that moment on, he became one of the most feared bounty hunters in the galaxy, in part due to the lingering fear of droids, particularly those capable of battle and assassination, from the Clone Wars gaining notoriety comparable only to that of Boba Fett, his chief rival.

Age of the Empire

\"You're certain this is where we'll find the individuals involved in the rebel activity on Savareen? I don't like being disappointed, bounty hunter.\"

\"Yes. I am certain.\"

- Kallus and IG-88

During the Age of the Empire, IG-88 was hired by Imperial Security Bureau Agent Alexsandr Kallus to assist in tracking down Imperial Army deserter turned smuggler, Captain Han Solo of the Millennium Falcon.

Capturing Qi'ra

\"Oh, Qi'ra, Qi'ra. It does look like you have fallen into our little trap. Catching you was quite difficult, my young friend. I had to partner with IG-88 here.\"

\"A Crimson Dawn Lieutenant will fetch a nice bounty.\"

- Hondo Ohnaka and IG-88

Later, IG-88 teamed up with Hondo Ohnaka to collect the bounty on Crimson Dawn lieutenant Qi'ra's head. Tracking Qi'ra down, IG-88 and Hondo managed to apprehend Qi'ra. Turning the bounty hunter and the pirate against each other, Qi'ra convinced IG-88 to collect the bounty on Hondo instead of the bounty on her. Attacking Hondo, IG-88 was quickly stunned and put in binders. After Qi'ra had similarly tricked and apprehended Hondo, IG-88 was led away by Qi'ra so that she could collect the bounty on his head.

Seeking a data-tape

\"What is that?\"

\"IG-88. An actual bounty hunter. Also, probably interested in your data tape. He's good—one of the best in the galaxy. And he's a surprise. Take cover!\"

- Leia Organa and Sabine Wren

Later, IG-88 pursued Princess Leia Organa on Garel, seeking a data-tape in her possession of Imperial base locations. Organa was assisted by Sabine Wren, who identified the droid, and the pair fled as the assassin opened fire in the corridors of Garel City Spaceport. However, Wren planted a paint bomb, surprising IG-88 and covering him in purple paint. Leia convinced several stormtroopers to fire at the bounty hunter, and the droid was hit by a blast before retreating.

Apprehending a thief

\"To kill is reward enough.\"

- IG-88, to the Imperial captain

IG-88 was hired by an Imperial captain to capture a thief named Venga Liss who hijacked a Lambda-class T-4a shuttle on a jungle planet. Eventually IG-88 killed Liss when he detonated the shuttle.

Capturing the Gatto Gang

\"IG-88! This deadly droid had been given the task of capturing the sneaky Gatto Gang.\"

- CR-8R

IG-88 was hired by Duke Blazor of the Black Sun to capture the Gatto Gang that consisted of Sylvestarr, Ziggee and Moggee. He later eventually captured all three of them.

Hired by Vader

\"There will be a substantial reward for the one who finds the Millennium Falcon. You are free to use any methods necessary, but I want them alive.\"

- Darth Vader to IG-88 and several other bounty hunters

By the year 0 ABY, IG-88 consorted with the crime lord Jabba Desilijic Tiure. He was present in the Hutt's palace while Jabba received Darth Vader. The Sith Lord told the Hutt to dispense with his audience, and IG-88, along with fellow hunters including Fett and 4-LOM, departed from the court. In 3 ABY, IG-88 answered a call put out by Vader for bounty hunters to track down the Millennium Falcon. He and several other hunters, including Boba Fett, assembled aboard the Executor, where Vader offered a bounty for the live capture of Han Solo and his companions. IG-88 tailed the Millenium Falcon along with Fett to Cloud City on the planet Bespin, where the assassin droid was defeated and left for scrap after his longtime rival caught it trailing him. Ultimately, Darth Vader captured Solo for Boba Fett who then delivered the bounty to Jabba on Tatooine.

Infiltrating the Death Star II

At some point before or during 4 ABY, IG-88 undertook a software infiltration of the Empire's second Death Star. However, his plan was single-handedly thwarted by the Imperial astromech droid R2-Q5.

Around 9 ABY, another IG-series assassin droid, IG-11, was an active bounty hunter and was often mistaken for IG-88.

Contacted by Bazine Netal

\"...We would have apprehended the Millennium Falcon.\"

\"But you didn't.\"

\"Correct.\"

- IG-88 and Bazine Netal about the time when he nearly captured the Falcon with Kallus

In 34 ABY, at some point after the Battle of Takodana, IG-88 was contacted by the mercenary Bazine Netal to discuss the location of the Millennium Falcon after she heard a rumor about the time IG-88 nearly caught the Falcon. During their rendezvous, IG-88 took the opportunity to tell Netal when he almost caught the Falcon with Kallus. IG-88 told Netal that he almost caught the Millennium Falcon again, but lost out to Fett. Netal responded that, though he had a lot of excuses, her employer only paid for results. She informed IG-88 that someone knew where the Falcon was and that they would tell her where it was before leaving him to continue with her search.

Characteristics

\"This notorious IG-series assassin droid possessed an unstoppable desire to hunt and kill his prey, earning him a reputation as one of the top five bounty hunters in the galaxy. It also earned him access to some of the best-paying clients, like Darth Vader and a wide variety of Hutts.

- R0-GR

A rogue class 4 assassin droid, IG-88 was obsessed with hunting, destroying, and killing as a result of his incompletely formed droid programming. He tended to hunt alone and earned a reputation as a merciless hunter.

A hideous, battered chrome war droid, IG-88 stood 1.96 meters in height. His steady aim, along with his ability to track targets with advanced sensors that ringed his head and allowed him to see in all directions, won him great success. These sensors included multiple red photoreceptors, a heat sensor, and a sound sensor. IG-88 also had a vocoder at the base of his head. His torso was able to fully rotate on the battlefield, allowing him to blast enemies on all sides. His tough metal body allowed him to survive most attacks without taking any damage and featured acid-proof servo wires.

Equipment

\"IG-88 could take down almost any target with his signature sniper rifle… as long as Boba Fett didn't get there first.\"

- R0-GR

IG-88 carried an arsenal of weapons, including blaster rifles, pulse cannons, a DAS-430 Neural Inhibitor, and a needle dart gun that launched poison darts. However, his most dangerous weapons were hidden inside his slender frame, including a flamethrower, a sonic device, and toxic gas dispensers. IG-88 also wore an ammunition bandolier that carried his concussion discs and vibroblades. As an IG-series droid, he was designed to have blasters built into each arm, but they were never installed. IG-88 owned a modified Aggressor assault fighter called the IG-2000.

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

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If IG-88 fails a saving throw, it can choose to succeed instead.

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IG-88 deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of IG-88 that isn't incapacitated and IG-88 doesn't have disadvantage on the roll.

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IG-88 makes three weapon attacks.

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Ranged Weapon Attack +9, Range 150/600 ft., One target. Hit : 10 (1d12+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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IG-88 makes one weapon attack.

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IG-88 makes a Wisdom (Perception) check.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Kolkpravis Baatar makes two attacks with its Greater Lig Sword or its Shoni Spear.

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Melee Weapon Attack +6, Reach 5ft., One target. Hit : 8 (1d8+4) kinetic damage plus 4 (1d8) kinetic damage.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 4 (1d8) kinetic damage

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For 1 minute, the Baatar can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Baatar. A creature can benefit from only one Leadership die at a time. This effect ends if the Baatar is incapacitated.

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

- An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 21 (2d10+10) kinetic damage plus 7 (3d4) poison damage.

The target must then succeed on a Constitution saving throw (DC 19) or become poisoned.

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Melee Weapon Attack +17, Reach 20 ft., One target. Hit : 19 (2d8+10) kinetic damage

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon spits its poisonous saliva in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) toxin damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +17, Reach 20 ft., One target. Hit : 19 (2d8+10) kinetic damage

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The greater krayt dragon dives into the ground, sand blasting all creatures around it. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) kinetic damage and be knocked prone. The greater krayt dragon is now burrowed.

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\"All this effort for a simple astromech?\"

\"Not exactly. This is BT-1, a \"Blastromech\" prototype. Does enough to pass as an astro, but it's primarily a cover. It's a specialized assassin droid.\"

- Darth Vader and Chelli Lona Aphra talking about BT-1

CreatorTarkin Initiative
ClassAssassin droid
GenderMasculine programming
Sensor color
Orange

BT-1 assassin droids, also known as Blastromechs, were a type of assassin droid that were designed to look like ordinary astromech droids.

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

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If the assassin droid fails a saving throw, it can choose to succeed instead.

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.

The assassin droid makes three Blaster Cannon attacks.

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.

Each creature in a 10 foot cube centered on a point the droid can see within 100 feetmust make a DC 16 Dexterity saving throw. A creature takes 9 (1d10+4) energy damage on a failed save.

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.

Each creature in a 30-foot cone must make a DC 16 Dexterity saving throw. A creature takes 36 (8d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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.

Each creature in a 20-foot-radius sphere centered on a point that you can see within 150 feet must make a DC 16 Dexterity saving throw. A target takes 14 (4d6) kinetic damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YTM1ZDkwMGZlNzVk","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/159_-_Blastromech_Series_2C_BT-1/avatar.webp","data":{"description":{"value":"

.

The assassin droid makes one Blaster Cannon attack.

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.

The assassin droid makes a Wisdom (Perception) check.

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.

The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

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\"We have thousands of probe droids searching the galaxy. I want proof, not leads!\"

- Admiral Kendal Ozzel

ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
1,6 meters

The Viper probe droid, commonly referred to as the probot or Imperial probe droid, was a deep-space exploration and reconnaissance probe droid produced by Arakyd Industries. The Viper model was based on the success of Galalloy Industries' early probe droids. The design of the probot also relied heavily on the work of Viper Sensor Intelligence Systems, a corporation acquired by Arakyd during the Clone Wars. Though they were used almost exclusively by the military, they were considered class two exploration droids.

Specifications

\"'Fraid there's not much left.\"

\"What was it?\"

\"A droid of some kind. I didn't hit it that hard. It must've had a self-destruct.\"

- Han Solo and Princess Leia

The lightly-armored Viper droid measured 1.6 meters in height with six manipulator arms extending from a central pod and several retractable sensor arms for gathering samples. High resolution receivers and sensors covered the domed head—including motion, acoustic, sonic, and seismic sensors, a radiation meter, magnetic imager, and holocamera. It had an atmosphere sensor capable of determining a planet's atmosphere class within one half-hour. It moved on a repulsorlift generator which was equipped to operate over any terrain. One of the arms was high-torque, and the droid was equipped with a floodlight on its head. In addition, when making transmissions, the probe droid emitted a audio encrypted imperial computer code set of an unknown serial number.

Information was relayed back to its superiors via a high-frequency HoloNet transceiver. Its repulsorlift engines carried the droid across terrain at up to 40 km/h, while the arms gathered samples. Vipers were delivered to their targets through single-use custom built hyperspace pods. They were commonly deployed along the perimeters of key strategic star systems and hyperlanes to act as automated guardians.

Typically, a Viper probe droid cost 14,500 credits. They were capable of being deployed from Galactic Empire Command centers.

History

\"Go and report. You have much to see. Burn brightly.\"

- IG-88, to the last Viper probe droid constructed on Mechis III

Arakyd probe droids were originally designed for use by the Galactic Republic in survey and exploration duty, but when the Republic was transformed into the Galactic Empire, Arakyd modified their probots with military-level sensors and equipment, and marketed them as Viper probe droids. This was not the first time Arakyd probots had been upgraded for warfare, however, as the Confederacy of Independent Systems had employed a number of upgraded probots during the invasion of Kashyyyk during the Clone Wars.[6] Viper probots in service with the Empire were upgraded under the direct supervision of Darth Vader, and featured a blaster cannon, a self-destruct mechanism, and, in some cases, deflector shields.

Many thousands of the Imperial Viper probe droids were manufactured on Mechis III, and were in production when the rogue assassin droid IG-88 took control of the planet's automated factories. IG-88 included a secondary set of programming into the Viper droids to relay any obtained intelligence back to Mechis III, as well as to the Empire. Thus, they simultaneously served as the eyes and ears of the Droid Revolution. The Imperial Intelligence's Analysis Bureau also used them as remote surveillance droids posted largely in the Outer Rim Territories. In conflict zones, probots often worked alongside the Imperial Navy to monitor traffic and provide early warnings of attack. They could also be programmed to engage pursuit mode, whereupon the Viper would track an enemy vessel and report back on its location and destination.

Arakyd's success with the military model of the Viper yielded the C-Viper probe droid variant designed for planetary law enforcement organizations, the Infiltrator probe droid for sabotage missions, and the Hunter-Killer probot.

Shortly after the Battle of Tatooine, the Empire dispatched various probe droids to Tatooine in an attempt to recover the stolen plans for the Death Star. Six months after the Battle of Yavin, the Galactic Empire sent a detachment of probe droids to root out Rebel Commander Luke Skywalker. They were destroyed by Skywalker and Rogue Squadron. Probe droids were also used to scout ahead for Imperial strike forces, including during the Reytha campaign and the battle at Corellia, or were sent on search missions like at Chorax. Several were also dispatched to Dantooine as security measures while the Imperials arrived on the planet to detain the defecting Imperial officer Tycho Celchu.

Locating Echo Base

\"I think we've got something, sir. The report is only a fragment from a probe droid in the Hoth system, but it's the best lead we've had.\"

- Captain Firmus Piett, to Admiral Kendal Ozzel

Following the Battle of Yavin, the Empire committed thousands of these modified probe droids to scour the galaxy for hidden Alliance to Restore the Republic bases, specifically the Alliance High Command headquarters. They even went as far as to provide bounty hunters with remote request devices to search out targets moving from planet to planet.

It was an Arakyd Viper, launched from the Imperial II-class Star Destroyer Stalker,[10] that landed on the ice planet Hoth and discovered the Rebellion's Echo Base. Upon landing on the frozen world, the probe droid appeared to the casual onlooker, and even the base's sensor readings, as one of many meteorites streaking to Hoth's surface. During a routine patrol of the Hoth wastes, Luke Skywalker intended to inspect the crash site, but was attacked by a wampa ice creature, and never learned what had really crashed to the ground. Thus, the Hoth probe droid was free to continue on its programmed mission.

Immediately upon emerging from its hyperspace pod, the probe detected a faint comm signal on non-Imperial bandwidths. This indicated to the droid the presence of an unregistered, and possibly Rebel, settlement. Since it had not yet gathered enough conclusive evidence to report, the droid moved away from the nearby signal in order that it might avoid contact until such time as self-preservation no longer became necessary.

Soon after moving away from its first contact, the probe droid vectored in on the detected signal's probable destination point, triangulating from its last known position. A long time passed where the droid made no contact with the signal whatsoever, so it continued to search. During the night blizzard that threatened the lives of Skywalker and Han Solo, the probe detected and destroyed a wampa with its powerful blaster cannon. Only with the most advanced Imperial sensor technology was the probe able to detect a wampa in a blizzard whiteout. As the blizzard raged into the night, the probe activated its modified power-intensive particle shield to protect it from the thick snow hazard.

In the early hours of the next morning, the probe ceased operation entirely, shunting its energy to its shield. The droid reappeared when the sun rose, cresting the rise of a snow bank in Echo Base's Zone 12. There, it detected the presence of a large deflector shield generator. It immediately began audio-visual recording of the contact. Following its programming, the droid then beamed, on omnisignal unicode, a transmission via its HoloNet transceiver concerning its find to Vader's personal flagship, the Star Dreadnought Executor. This information was privately received simultaneously by IG-88 back on Mechis III. Vader decided from this information that the Hoth system was indeed the location of the Rebel base, and he ordered his Death Squadron there in preparation of a full-scale ground assault.

With the initial contact reported, the probe continued on its mission. It proceeded to meticulously map out the Echo Base defenses, including the surrounding trenches, artillery emplacements, and even the size, model, and location of the v-150 anti-orbital ion cannon, as well as observing troop movements and positions. This information was received by General Maximilian Veers. He and his commanders used this invaluable tactical information to plan the attack, a testament to the Empire's incredible preparedness during the Battle of Hoth.

\"Princess, we have a visitor. We've picked up something outside the base in Zone Twelve, moving east.\"

- General Carlist Rieekan, to Princess Leia Organa

Before the probe had a chance to implement its \"sabotage and disruption\" programming, the Echo Base command center received a transmission from Echo Station 3-8. The scout outpost had detected a metal object skimming through the icy wastes. The probe droid was discovered. The probe then proceeded to completely destroy the outpost and the scout within it with its blaster, turning it into a smoldering ruin. Solo and the Wookiee Chewbacca were dispatched to deal with the spy machine. The probe detected the approach of its two enemy assailants, but it was no match for them. The probe was soon trapped despite its evasive maneuvers. After a quick game of \"decoy,\" Solo blasted the confused probe. Solo's shots were only meant to disable the probe's motor functions, intending to take the droid intact, but its override programming kicked in and the probe immediately self-destructed.

Although the probe attempted to destroy itself, its self-destruct programming had apparently been at least marginally affected by either the frigid Hoth temperatures or the damage that was inflicted on it upon entering the Hoth system. The probe was almost destroyed entirely, though enough of it was left for Solo to retrieve and bring back to the base for memory scan. The base technicians and Alliance historian Voren Na'al were able to piece together some of the probe's memory circuits and learn many details concerning its particular mission experiences. Na'al used much of this data to help compile his subsequent reports on the history of the Rebellion during this period. Other probe droids were used during the actual Battle to locate Rebel installations.

In 14 ABY the Jedi Jaden Korr encountered probe droids used by the Imperial Remnant on his scouting mission on Hoth.

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

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The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 7 (1d10+2) energy damage

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When the probe droid is reduced to half of its hit point maximum, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Ahsoka Tano, nicknamed \"Snips\" by her master and known as \"Ashla\" after the Clone Wars, was a former Jedi Padawan who, after the conflict, helped establish a network of various rebel cells against the Galactic Empire. A Togruta female, Tano was discovered on her homeworld of Shili by Jedi Master Plo Koon, who brought her to the Jedi Temple on Coruscant to receive Jedi training. Following the outbreak of the Clone Wars, Jedi Grand Master Yoda assigned the young Tano to be the Padawan learner of Jedi Knight Anakin Skywalker, whom she joined at the Battle of Christophsis. Whereas Tano was eager to prove herself, Skywalker had a reputation for recklessness, and they had a rather difficult start as master and apprentice. Yet they worked together to rescue Rotta, the son of crime lord Jabba Desilijic Tiure, and returned Rotta to his father, thus facilitating a crucial alliance between the Hutt Clan and the Galactic Republic.

As a commander in the Grand Army of the Republic, Tano found a mentor in Clone Captain Rex of the 501st Legion, with whom she and Skywalker collaborated to lead frontline campaigns against the Confederacy of Independent Systems. In her first command position at the Battle of Ryloth, Tano disobeyed orders and lost her entire squadron of pilots, but she rebounded and helped secure a victory at Ryloth. Her assignments pitted her against a variety of opponents, from General Grievous and Sith apprentice Asajj Ventress to bounty hunters such as Cad Bane and Aurra Sing. Over time, she matured into a respected leader, contributing to key Republic victories like the Second Battle of Geonosis and the Battle of Mon Cala. She even died during a series of events on Mortis, but the Force wielder known as the Daughter sacrificed herself to bring Tano back to life.

Tano gained much experience on and beyond the war front, leading a group of Jedi younglings to revolt against their Trandoshan captors, helping rescue a colony of Togruta from enslavement by the Zygerrian Slave Empire, and serving as an advisor to the Onderon rebels—with her close friend, Lux Bonteri, among them—as they liberated their world from the Confederacy. In a stark turn of events, Tano was framed for the bombing of the Jedi Temple hangar and other homicides, and she escaped into the Coruscant underworld to clear her name. Though she formed an unlikely alliance with Asajj Ventress, she was detained by Republic forces and was consequently barred from the Jedi Order. Ultimately, Skywalker uncovered the true culprit, Tano's friend, and fellow Padawan Barriss Offee, and prevented his former apprentice from being convicted of sedition. Nevertheless, the ordeal dislodged Tano's faith in the Jedi. She refused the Jedi High Council's offer to rejoin the Order, instead of departing in search of a new path and becoming a Force-Sensitive Outcast. Tano briefly returned to lead Republic forces during the Siege of Mandalore and faced Darth Maul and his forces, although Order 66 was enacted shortly after the Sith Lord's capture and Tano, faking her death after being betrayed by the 501st Legion, was forced into hiding.

After the Galactic Empire came to power, Tano went into hiding on Thabeska and Raada. Following the evacuation of Raada, Tano joined Senator Bail Organa's growing rebel movement. She became the manager of his intelligence network and adopted the codename \"Fulcrum.\" As Fulcrum, Tano provided intelligence to various rebel factions including Hera Syndulla's Spectres rebel cell. Tano took a particular interest in Syndulla's rebels because one of their members, a former Jedi named Kanan Jarrus, had begun to train his own Padawan, Ezra Bridger. In addition, Tano's efforts against the Empire brought her into contact with the Dark Lord of the Sith Darth Vader, who, unknown to her, was actually her former master, Anakin Skywalker, as well as the Imperial Inquisitors known as the Fifth Brother and the Seventh Sister. Following the mission to Malachor, Tano became lost to the rubble and shadows of the Sith temple and was believed by many including Jarrus and Bridger to have perished during a duel with Darth Vader.

However, Tano was unexpectedly saved from Vader's wrath by a future Ezra Bridger, who pulled her through a time portal into the World Between Worlds, a dimension of the Force connecting all time and space. After a confrontation with Darth Sidious, who desired access to the dimension, Tano returned to her time, promising Bridger that she would find him once she returned. After the end of the Galactic Civil War, Tano returned to a freed Lothal and joined Sabine Wren in her quest to find a missing Bridger, who had disappeared during the liberation of Lothal.

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The Jedi Ronin casts battle precognition on herself every morning.

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The Jedi Ronin is a 14th-level forcecaster. Her forcecasting ability is Wisdom (force save DC 19, +11 to hit with force attacks, 61 force points).

Jedi Ronin knows the following force powers:

At-will: force disarm, force push/pull, force technique,

guidance, mind trick, saber reflect

1st level: battle precognition, burst of speed, force jump, force

throw, heroism, sense force, slow descent

2nd level: battle meditation, force enlightenment, force sight,

rescue, stun droid

3rd level: force repulse, knight speed, remove curse

4th level: disable droid, force immunity, freedom of movement

5th level: telekinesis

6th level: true sight

7th level: destroy droid

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When the Jedi Ronin fails a saving throw, she can choose to succeed instead.

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Creatures provoke an opportunity attack from the Jedi Ronin even if they take the Disengage action before leaving her reach. Creatures provoke an opportunity attack from Jedi Ronin when they enter her reach. When Jedi Ronin makes an opportunity attack, Jedi Ronin makes two Saber Attacks.

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The Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

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.

The Jedi Ronin makes three Saber Attacks or casts a force power and makes a Saber Attack.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"MmI0OWVjODY3ZTUx","flags":{},"name":"Saber Rush (2/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","data":{"description":{"value":"

.

The Jedi Ronin rushes forward up to 30 feet to an unoccupied space she can see without provoking opportunity attacks. Each creature within 5 feet of the path must make a Dexterity saving throw (DC 19) with disadvantage. A creature takes 16 (2d8+7) energy damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZTk0MDY4ODY2OTAx","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","data":{"description":{"value":"

.

The Jedi Ronin can move up to her speed without provoking opportunity attacks.

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The Jedi Ronin can cast an at-will force power.

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.

The Jedi Ronin makes one Saber attack.

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DesignationSentient
ClassificationCephalopod
Average length7 to 10 meters
Skin colorDeep purple
Distinctions
  • Seven suckered tentacles
  • Several hearts
  • Blue blood
  • Ability to change color
  • Ability to regenerate limbs
Homeworld

Vodran

Habitat
  • Sewers
  • Swamps
DietOminvore
LanguageDianoga

Dianoga were large omnivorous cephalopods that hailed from the planet Vodran in the Si'Klaata Cluster. Although primitive, they were actually sentient, and some dianoga were sensitive to the Force.

Biology and appearance

Dianoga were sentient cephalopods characterized by seven suckered tentacles, an eyestalk, a mouth of sharp teeth, and several hearts. They could grow to a length of 7 to 10 meters. Their blood had a blue tint.

Although they could survive in the open air for short periods of time, dianoga were entirely dependent on water, lest they completely dried out.

While physically hermaphroditic, dianoga could choose to identify as female, diangous (the most common gender), or male. The mating process involved partners exchanging eggs with one another.

The normal skin color of a mature individual was a deep purple, but dianoga could change their color and patterns for active camouflage. They could notably turn black, gray, and even transparent. They also had the ability to regenerate lost limbs.

Dianoga were omnivores, feeding on smaller animals like fish and crabs, but also feed on bones and aquatic plants.

Society and culture

Dianoga had a primitive tribal culture. When they were not feeding, they often spoke a deep, complex humming language. Because its reverberations carried so completely in the water, that language scared away all nearby prey. Their people venerated water, which they called \"the Great Cleanser When It Was Time to Be Cleansed\", and believed in reincarnation.

History

Dianoga hailed from Vodran, a swampy planet located in the Si'Klaata Cluster. They shared their world with the sentient Vodrans, who usually stayed well away from the deeper wetlands.

Dianoga in the galaxy

At some point before the Battle of Yavin in 0 BBY, a female dianoga named Omi was captured by Vodrans, who handed her to members of the Galactic Empire en route to their new Death Star battle station. She was dumped into the Death Star's garbage masher 3263827, where she would feed on the organic materials that occasionally fell in. During the rescue of Leia Organa, Luke Skywalker first realized something was alive in the garbage compactor, but shortly after his realization, Omi dragged Skywalker underwater. Han Solo and Organa were unable to locate him, but the dianoga released him just before the walls began to close.

Experienced chefs could make grilled dianoga into a tasty breakfast dish, but overcooking it would activate the blood parasites in the fatty tissue, destroying the flavor.

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The dianoga can have up to seven at a time. Each tentacle can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it.

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The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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.

The dianoga can make three attacks: two with its tentacles and one with its bite.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

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Melee Weapon Attack +6, Reach 15 ft., One target. Hit : 11 (2d8+2) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained.

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The dianoga slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) kinetic damage and be stunned until the end of the dianoga's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.

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Asajj Ventress

\"I am fear. I am the queen of a blood-soaked planet and an architect of genocide. I have helped to crack the galaxy in half with this war and conquered every enemy I have ever faced—including death. All except for you.\"

- Asajj Ventress, to Obi-Wan Kenobi

Asajj Ventress was a female Dathomirian Dark Jedi and a valuable Dark Acolyte to Count Dooku. Originally a Nightsister from Dathomir, Ventress was taken as a slave to Rattatak and trained as a Jedi Padawan by Jedi Knight Ky Narec. However, after Narec was slain, Ventress gave into her anger and began walking the path of the dark side; taking up the lightsaber of her dead master, she trained herself in the Jar'Kai style of lightsaber combat, before slaying all the warlords on Rattatak and installing herself as its ruler. At the time of the Clone Wars, Ventress served as one of Count Dooku's loyal acolytes and served in the rank of commander in the Confederacy of Independent Systems. She had yearned to learn the ways of the Sith from Dooku and believed if she had proved herself worthy, she would become his apprentice. She even blamed Obi-Wan Kenobi for her failure and made it an obsession to hunt and kill him. Soon after her first encounter on the moon Ohma-D'un, she hunted him on missions on Christophsis, Teth, and Ord Cestus, but never gained the chance to defeat him. In addition, during her struggles with Kenobi, she was also confronted with Kenobi's apprentice Anakin Skywalker, who also defeated her several times, being seriously injured in a duel on Yavin IV. When she especially wanted to meet Skywalker by threatening his lover Padmé Amidala, he was almost killed in another duel on Coruscant and initially disappeared from the scene. While Ventress' power continued to grow, the Dark Lord of the Sith Darth Sidious ordered his Dooku to have Ventress terminated due to his great fear of her power. After an unsuccessful attempt to do so, Ventress sought revenge against Dooku for betraying her and received help from the Nightsisters, led by Talzin, to assassinate him. However, further attempts to kill Dooku failed and Ventress was forced to retreat back to her homeworld to recover and join the Nightsisters. When Count Dooku and General Grievous launched an attack on the planet and killed almost every member of the clan, Ventress lived in exile and altered her life in becoming a bounty hunter.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (zebrak)","environment":"","cr":18,"powerLevel":0,"xp":{"value":20000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 20","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":2,"ability":"dex","bonus":0,"mod":7,"passive":29,"prof":12,"total":19},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ste":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","token":{"flags":{},"name":"Dark Disciple","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"sAJqr9IPBVN6JELa","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":120,"max":120},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjE0ZDI2NWY0OWRj","flags":{},"name":"Avoidance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

If the Dark Acolyte is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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Dark Acolyte casts battle precognition on herself every morning.

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On each of its turns, the Dark Acolyte can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MjJiY2NjNjYxNTc1","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

When the Dark Acolyte fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZGE5YmJiMzk4ZGVm","flags":{},"name":"Surprise Attack (1/rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

If the Dark Acolyte surprises a creature and hits it with an attack on the Dark Acolyte's first turn in combat, the attack deals an extra 2d6 damage to it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MDI5OWM1YjNiYTky","flags":{},"name":"Two-Weapon Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

The Dark Acolyte gains a +1 bonus to AC while wielding a weapon in each hand (included).

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The Dark Acolyte is a 14th level forcecaster it's forcecasting ability is Charisma (force save DC 19, +11 to hit with force attacks, 42 force points). The Dark

Disciple knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect mind,

saber throw, burst, psyhcic charge

1st level: slow descent, battle precognition, force jump, force

throw, phase strike, hex

2nd level: stun droid, phasewalk, darkness, force camouflage

3rd level: dark aura, knight speed, sever force, force repulse

4th level: improved force camoflauge

5th level: telekinesis

6th level: crush, rage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MTZlOGNkMjAwY2E0","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

Dark Acolyte adds 6 to her AC against one melee attack that would hit her. To do so, Dark Acolyte must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YzJjMjM2ZGExODNm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Dark Acolyte makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 25 (4d8+7) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (1d8+7) energy damage

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Dark Acolyte can move up to her speed without provoking opportunity attacks.

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.

Dark Acolyte casts an at-will force power.

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.

Dark Acolyte makes one lightfoil attack.

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Dathka Graush was the one who successfully melded spellcasting and alchemy, to perfect necromancy. Sorzus Syn expressed regret at not being able to meet him, and recorded the spell in her journals.


Asajj Ventress appeared to learn this ability, bringing up the corpses of Gungans to assist her against the Jedi in the Battle of Ohma-D'un.

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If the necromancer fails a saving throw, it can choose to succeed instead.

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While within 30 feet of the necromancer, any undead ally of the necromancer makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZGRlMGYwZDMyZDI1","flags":{"_sheetTab":"details","entityorder":{"order":187}},"name":"Evasion","type":"feat","img":"systems/dnd5e/icons/skills/red_03.jpg","data":{"description":{"value":"

If the necromancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the necromancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The necromancer is a 13th-level forcecaster. Its forcecasting ability is Charisma (force save DC18, +10 to hit with force attacks) and it has 57 force points.

The necromancer knows the following force powers:

At-will: enfeeble, shock, force push/pull, lightning charge,

feedback, slow

1st-level: burst of speed, improved feedback, wound

2nd-level: animate weapon, affliction

3rd-level: plague, knight speed

4th-level: freedom of movement, shocking shield

5th-level: greater feedback, mass animation

6th-level: scourge

7th-level: ruin

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YTJhZGUxYzMyMjEw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The necromancer makes three sith sword attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NDlhMTUwMzc2Y2Q0","flags":{},"name":"Sith Sword","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) necrotic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"],["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"ZGFhNGFmMTYwYWFk","flags":{},"name":"Sith Sword","type":"feat","img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","data":{"description":{"value":"

.

The necromancer makes a sith sword attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NzE5NWVkMmZhMTBk","flags":{},"name":"At-Will","type":"feat","img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","data":{"description":{"value":"

.

The necromancer casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YjVlMjdiMTFlZDI5","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","data":{"description":{"value":"

.

The necromancer moves up to its speed without provoking opportunity attacks.

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.

Up to five sith zombies appear in unoccupied spaces within 30 feet of the necromancer and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The necromancer can have up to five undead summoned by this ability at a time.

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\"Send the Heavy Gunner in first—he has better armor and more firepower.\"

- Obi-Wan Kenobi

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Heavy Gunners were clone troopers in the Grand Army of the Republic that used Z-6 rotary blaster cannons. The troopers had better clone trooper armor than other clones in the army. Due to their heavy blaster, they had superior firepower as well. Heavy Gunners in phase one armor had blue markings. In phase two armor, the clones still possessed blue markings, however, now the troopers also wore a kama, and a pauldron.

During the Clone Wars, Heavy Gunners could work alongside a clone medic and a clone paratrooper that served as a sniper.

In 22 BBY, during the first battle of the Clone Wars, the First Battle of Geonosis, Heavy Gunners were deployed alongside the other clone troopers of the Grand Army to engage the Separatist's battle droids and their Geonosian allies. Later in the Clone Wars in 19 BBY, at least one Heavy Gunner fought in the Battle of Kashyyyk.

For general information about troopers, see Trooper

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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.

The trooper sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The developer is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 36 tech points.

The

developer knows the following tech powers:

At will: assess the situation, electrical burst, electroshock,

minor hologram, ward

1st level: alarm, decryption program, energy shield, hologram,

overload, repair droid

2nd level: detect invisibility, hold droid, mirror image,

translocate

3rd level: diminish tech, greater hologram, scramble

interface, tech override

4th level: ballistic shield, synchronicity

5th level: override interface

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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\"We are the Emperor's Guard. We protect him. Kill for him. Die for him.\"

- Lassicar

Founder(s)Sith Emperor
Leader(s)

Tainor

HeadquartersImperial Citadel, Dromund Kaas
Location(s)
  • Dromund Kaas
  • Korriban
  • Yavin 4
  • Emperor's Fortress
Date founded4.980 - 3.959 BBY
Affiliation
  • Sith Empire
  • Sith Emperor's power base

The Imperial Guard, also known as the Emperor's Guard, the Sith Honour Guard and the Dark Honor Guard, was a force of elite warriors who served the Sith Emperor of the reconstituted Sith Empire as his personal protectors and enforcers. Founded sometime before 3959 BBY, the Guard was composed entirely of non-Force-sensitive individuals mentally bonded to the Emperor. As a result, each Guardsman was incredibly loyal to their master and willing to lay down their lives in the service of the Sith ruler, and even the members of the Empire's ruling Dark Council feared the Guard's prowess in combat. The warriors of the Imperial Guard were trained to use a wide variety of weapons and combat styles, making them more than a match for a single Jedi or Sith. The Guard carried out the Emperor's will on battlefields across the galaxy during the Great Galactic War, Cold War, and Galactic War with the Republic. Even with the knowledge that the Emperor sought to consume all life in the galaxy, the Guard remained loyal to their master, though they were unable to prevent the Order of Revan from invading the moon Yavin 4 and disturbing the Emperor's slumber there.

Organization and philosophy

\"Those who challenge the Imperial Guard challenge the Emperor himself.\"

- Commander Tainor

An elite group of soldiers chosen from among the ranks of the Imperial Military, the Imperial Guard was generally composed of members who lacked any degree of Force-sensitivity, though their candidates were chosen from among the Sith Empire's greatest non-Force-sensitive warriors. On rare occasions, Force-sensitives would be inducted into the organization, such as Guardsman Xarovit Tovar. Guardsmen were brought before the Sith Emperor and mentally linked to the Sith ruler. As a result, they were fanatically loyal to the Emperor and incapable of ever betraying him, becoming a vital part of his power base. The Guardsmen were perfectly willing to die for the Emperor, and carried out his every command without question. They were the protectors of the Sith Sanctum—the headquarters of the Sith Order—and the rest of the Imperial Citadel on the Empire's capital planet of Dromund Kaas, as well as the Sith Academy on the world Korriban, though they were also deployed wherever the Emperor required. The Empire's ruling Dark Council had no authority over or insight into the Guard's activities.

Equipment and training

\"I am a member of the Emperor's personal guard—as are the men under my command. The soldiers you face are specially trained to kill Jedi—and they outnumber you.\"

- Guardsman Lassicar

Members of the Imperial Guard were clad in armored robes of red and crested helmets, while they wielded a variety of different weapons as the situation required. Imperial Guardsmen would also don variations on the standard Imperial soldier's armor when harsh environments required it, though their stark white armor and red markings distinguished those Guardsmen from normal infantry. The primary weapon of a Guardsman was an electrostaff, though the Guardsmen were proficient enough with blaster rifles and other weaponry to be considered deadly opponents regardless of their weapon. The signal range 47.2 was used exclusively by members of the Imperial Guard, though their transmissions were largely encrypted.

The Emperor himself selected the locations of the Guard's academies, choosing worlds strong with the dark side of the Force so that he could exert his influence and form bonds with his future Guardsmen. Candidates underwent a merciless training regimen designed by elder Guardsmen, and their training included regularly-scheduled battles to the death among the initiates. Each Guardsman underwent an indoctrination process where they were brought before the Emperor and were made to submit to his will; a candidate named Iven resisted the process longer than any other in history, but when he finally broke, his mind also broke with him. If a candidate survived the ordeal, they emerged a incredibly-skilled killing machine bound to the Emperor's will. Guardsmen served for life; when a Guardsman reached the age where he or she was no longer suitable for active duty, they were appointed as training commandants for the next generation of Guardsmen, and the new recruits would eventually kill the teachers whose skills deteriorated in their old age. As an instructor at the Imperial Guard Academy on the moon Yavin 4, Commandant Iven had a candidate kill rate of over 80%.

The Guard also received intense training in martial arts, so that they were more than a match for both Jedi and Sith. Guardsman Lassicar personally executed six different Jedi and over two dozen Sith Lords throughout his career, as well as a highly trained team of agents from the Strategic Information Service—the Republic's covert intelligence agency. The reputation of the Guard was such that even the members of the Dark Council feared them, and throughout the Empire's history many Sith surrendered to the Guard rather than fight them when the Emperor's enforcers came to deliver their master's will. While the Guardsmen were not Force-sensitive, they could draw upon the Emperor's power to strengthen themselves if they were close enough to their master.

History

Protecting the Empire

\"What about Nyriss? What will the Emperor do to her?\"

\"She will be purged by the Imperial Guard. Along with her entire staff of followers.\"

- Scourge and Yarri

The Imperial Guard, also known as the Emperor's Guard or the Dark Honor Guard, were first created by the Sith Emperor sometime after the founding of the reconstituted Sith Empire in 4980 BBY, and by the year 3959 BBY the Guard were a common and feared sight on the Imperial capital of Dromund Kaas. Upon discovering the existence of the Empire, the Jedi Knights Revan and Malak attempted to infiltrate the Imperial Citadel and eliminate the Emperor, but the pair were unaware that the Guardsman whom they had convinced to help them was actually leading them into a trap. The Guardsman, a female Sith pureblood named Yarri, had already informed the Emperor of the forthcoming attack, and the Emperor easily defeated and corrupted the two Jedi when they confronted him, though Revan would later be redeemed by the Jedi Council.

In 3950 BBY, the Sith Lord Scourge alerted the Emperor to the existence of a conspiracy against him among the members of the Dark Council. As a result, the Emperor summoned the seven innocent members and two of the guilty Councilors to his chambers and killed them, while simultaneously dispatching the Imperial Guard to destroy the remaining three traitors and their power bases. The purge was utterly effective, as the highly trained Imperial Guard overran the defenses of the Councilors' estates and massacred everyone within—including Darth Nyriss and her two co-conspirators. Not long afterward, however, the Guard failed to stop Scourge, Revan, and Revan's allies Meetra Surik and T3-M4 from penetrating the heart of the Citadel, as the Sith Lord and the two powerful Jedi Masters caught the Guardsmen by surprise and battled their way into the Emperor's chambers. While the group's attack ultimately failed, it convinced the Emperor that he needed to take further precautions against death; he began to transfer his consciousness between host bodies, with the current host known as the Emperor's Voice.

After the spirit of the Sith Lord Naga Sadow was eliminated from Yavin 4 by the Emperor's agents around 3756 BBY, the Emperor took control of the moon, and the Guard established an academy there. The academy also served to protect the Temple of Sacrifice, a Sith structure that contained the Emperor's failsafe in case his Voice was slain. During the Great Galactic War with the Galactic Republic, the Imperial Guard continued to serve as protectors of the Imperial Citadel, and after the reclamation of Korriban from the Republic in 3681 BBY, the Guard became the Sith Academy's defenders as well. However, the Imperial Guard also oversaw the machinery and equipment in the depths of the Academy that the Emperor used to create his Children—individuals who were unknowing extensions of the Emperor's will— and the Guardsmen ensured that their master's plans were not interfered with.

Those Guardsmen who protected the Academy and the Dark Council's chambers there were known as the Dark Honor Guard, with Guardsmen such as the cyborg Naman Fal stationed there in the years after the Great War's end in 3653 BBY. Several Imperial Guardsmen also participated in the second Battle of Bothawui in 3671 BBY, where they fought alongside the Imperial Military under Grand Moff Zellos in an effort to destroy the deflector shield generator guarded by Jedi Master Belth Allusis and his small force of Republic defenders.

Waging war

\"It's extremely rare to see more than one at a time. As a unit, they've never been defeated and answer directly to the Emperor.\"

- General Aves

During the subsequent Cold War, the Guard continued to protect the Emperor and enforce his will, though as conflict began to break out again, members of the Guard were deployed across the galaxy to enact the Emperor's commands. During the galactic conflict, a number of Guardsmen were also Sith Lords; Xoc'dal, Xheoch Den, Djanistak, Chanigresh, Feldrax Kar, Toreshi Xach, Sendesh Xaq, and Doshcra Vael all wielded two lightsabers in combat and served as high-ranking commanders of Imperial forces throughout the galaxy. Several Guardsmen under the leadership of Lassicar were sent to the icy planet of Hoth around 3642 BBY in order to stop the Jedi Knight known as the Hero of Tython from recovering the plans for the Emperor's Fortress, though their initial efforts were foiled by the Knight and the soldiers of the Republic's 301st Infantry. The mission would end in failure when Lassicar and the remaining Guardsmen were killed in battle with the Knight in the ruins of the Star of Coruscant dreadnaught.

When the Knight boarded the Emperor's space station along with the rest of a Jedi strike team led by Master Tol Braga, Commander Trahg led his fellow Guardsmen and the Sithspawn known as Harrower assassins in a defense of the station. However, Trahg was killed along with many of his men by the Hero and the Jedi Knight Kira Carsen, and despite the efforts of the Guard, all of the Jedi reached the throne room—where the Emperor dominated their minds and corrupted them into his servants as he had done to Revan and Malak. The Hero broke free from the Emperor's control, however, and the Jedi was able to escape the station because the Guardsmen still believed the Knight to be a servant of the Emperor. As the Emperor orchestrated an Imperial assault on the Republic prison world of Belsavis, members of the Imperial Guard were sent on multiple missions to the planet. Commander Calum was ordered to retrieve the six Sith Lords known as the Dread Masters from their imprisonment, and Commander Vorel led an attempt to recover technology of the ancient Rakata species that had once inhabited the world.

The Imperial Guard also served in the Battle of Corellia, with Commander Tainor—the head of the Imperial Guard—directing his Guardsmen in aiding the Imperial offensive in the Axial Park district. General Hesker's forces aided Darth Decimus in the battle for Axial Park and the storming of the Enclave of Corellia's native Green Jedi, and Commander Jastal's forces battled the droid army of the Czerka Corporation in the Incorporation Islands district. Guardsmen Churnis and another Guardsmen were also assigned to Moff Alvon Zamar during his survey of Imperial resources on the Corellian battlefront, and several Guardsmen aided their Emperor's First Son and the Children of the Emperor in securing the fortress known as the Guardian Hold Four on Corellia.

Dozens of Guardsmen accompanied the Emperor to the Dark Temple on the outskirts of Dromund Kaas's Kaas City when the Hero of Tython embarked on a mission to confront the Sith ruler, and the warriors fought in vain to prevent the Jedi Knight from entering the Dark Temple. The Knight's companions engaged the Temple's defenders from multiple directions to draw them away from the Hero's path, though one of the attackers was pinned down in the access tunnels beneath the Temple until the Knight rescued them. Despite the Guard's efforts, the Emperor's Voice—his host body and the vessel for his consciousness and power in the Force—was struck down in battle, and the Emperor's essence retreated to Yavin 4. The commander of the academy there, Commandant Iven, was tasked by the Emperor and agents of the Emperor's Hand with the protection of the moon.

In the Emperor's absence

\"Invaders! Interlopers! This world is off limits! He told us from the start. Only the devoted! Only the purest! His orders, his command!\"

- A crazed Commandant Iven, after the Revanite invasion

The rogue Sith Lord Darth Malgus established his own New Imperial Guard when he declared his New Empire on Ilum shortly after the Emperor's defeat, choosing the Chagrian Chondrus Berani to lead his protectors. Some members of the New Guard wielded lightsabers in combat, unlike the true Imperial Guard, and the New Guard's armor featured darker hues and black markings to distinguish themselves from their counterparts in the Sith Empire. That insult, as well as Malgus' audacity to seize the Emperor's throne, drove the Imperial Guard to help battle the New Empire's forces on Ilum. However, the Guard gradually withdrew from Imperial affairs, and though it soon become public knowledge among the Empire's upper echelons that the Emperor sought to eradicate all life in the galaxy, the prospect of their death did not faze the Emperor's protectors.

Later in the war, the mad Force-user Revan and his fanatical Order of Revan invaded Yavin 4, as Revan sought to restore the Emperor to physical form in order to kill him permanently. The Guardsmen under Commandant Iven were nearly eradicated by the Revanite forces; the academy was left in ruins, and what little remained of Iven's sanity began to crumble in the face of his failure to prevent the Revanites from intruding on his master's sacred ground. A coalition of Imperial and Republic forces, united in their desire to prevent Revan from resurrecting the Emperor, discovered the academy and captured Iven, whose interrogation revealed the existent of a Sith artifact in the Temple of Sacrifice that could restore the Emperor's strength. By the year 3630 BBY, the Sith Empire maintained an \"Imperial Honor Guard,\" which repurposed both the name and the armor of the former Emperor's Imperial Guardsmen in the service of the Sith Empire.

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The Imperial Senate Sentinel has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage plus 7 (2d6) lightning damage.

On a hit, the target must then succeed on a Constitution Saving Throw (DC 14) or become stunned.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The intern is a 1st-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 4 tech points.

The

intern knows the following tech powers:

At will: electroshock, jet of flame, poison spray, ward

1st level: oil slick, smoke cloud

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The target must make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 3 (1d4+1) energy damage

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DesignationNon-sentient
Homeworld
Jakku

Steelpeckers were a non-sentient species of carrion bird native to the planet Jakku. They had beaks and talons that were tipped with iron; they fed mainly on metal, to which they were drawn by its magnetic signature. To digest the metal they consumed, Steelpeckers stored vanadium, osmiridium, and corundum in their gizzards. Named for their diet, these birds were useful commodities to scavengers, who collected their carcasses and guano.

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The steelpecker can pinpoint, by scent, the location of metal within 30 feet of it.

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The steelpecker has advantage on Wisdom (Perception) checks that rely on sight or smell.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The steelpecker devours any unenhanced metal object it attacks. If the object isn't being worn or carried, the attack destroys a 1-inch cube of it. If the object attacked is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object attacked is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The manager is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points.

he manager knows the following tech powers:(6th

level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame,

poison spray, ward

1st level: absorb energy, energy shield, tracer bolt

2nd level: mirror image, pyrotechnics, translocate

3rd level: diminish tech, explosion, tech override

4th level: corrosive sphere, kolto reserve, salvo

5th level: cryogenic spray, friendly fire, greater translocate

6th level: programmed illusion, security protocols

7th level: cage

8th level: scrambling field

9th level: invulnerability

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The manager has advantage on saving throws against tech powers.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 5 (1d6+2) sonic damage

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Force spirits were beings who gained immortality through the preservation of their consciousness after death. When lifeforms died, they became one with the Force. Through special training, however, deceased Force-sensitives could retain their identity and, therefore, communicate with the living. By achieving spiritual immortality, a person's physical form would vanish upon their death. This knowledge could be learned only by those who fully embraced the light side of the Force, such as the Jedi who lived by a code of selflessness and sacrifice. The followers of the dark side of the Force, such as the Sith, were incapable of learning this power. Before the Fall of the Republic, Jedi Master Qui-Gon Jinn learned the ability to become a Force spirit, but was killed by Darth Maul before he could complete his training. As a result, he could commune with the living only as a disembodied voice. Near the end of the Clone Wars, a conflict in which the Galactic Republic and Jedi Order were at war with the Separatists, Grand Master Yoda embarked on a spiritual journey that brought him to the planets Dagobah and Moraband—as well as the birthplace of the midi-chlorians—and ultimately learned how to retain his identity after death. This ability was also learned by Jedi Master Obi-Wan Kenobi during the rise of the Galactic Empire. Although Anakin Skywalker—a fallen Jedi Knight and the Chosen One of the Force—never received the training that allowed his mentors to become Force spirits, his redemption and sacrifice made it possible for his consciousness to be preserved after death by Kenobi and Yoda.

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The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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The Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

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.

The ghost can creates a field with a 15ft radius. The ghost can designate any number of creatures it can see to be unaffected by the power. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage. The ghost must maintain concentration to keep the field up and is not able to take any other actions while active.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) psychic damage

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.

The Force Ghost can take the Help action to benefit any allied creature within a 20ft radius.

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.

The Jedi Ronin can move up to her speed without provoking opportunity attacks.

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.

The Jedi Ronin can cast an at-will force power.

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.

The Jedi Ronin makes one Saber attack.

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\"As I thought. Young. From the very last production line. Which means they were brought online after the purge, as an expendable death squad for the Inquisitorius.\"

- Ferren Barr, on the Purge Troopers

Organization type
Special forces

Leader(s)

  • Dark Lord of the Sith Darth Vader
  • Inquisitorius
HeadquartersFortress Inquisitorius, Nur
Sub-unit(s)
  • Bracca
  • Ilum
  • Kashyyyk
  • Mon Cala
  • Ontotho
  • Zeffo
Date foundedDuring or after 19 BBY

Affiliation

Galactic Empire (Inquisitorius)

Purge Troopers, also known as Purge Stormtroopers, were Imperial soldiers led by the Sith Lord Darth Vader and the Inquisitorius during the reign of the Galactic Empire assigned to hunt down any surviving Jedi. Trained as expendable death squads, they were activated after the Great Jedi Purge and subsequent termination of the cloning operation on Kamino, making them the last generation produced from the Jango Fett template. As with their precursors in the Grand Army of the Galactic Republic, Purge Troopers were programmed to obey Order 66, making them hostile against all Jedi.

In 18 BBY, Purge Troopers accompanied Darth Vader as well as the Sixth Brother, Ninth Sister, and Tenth Brother to the planet Mon Cala where they confronted Padawan Ferren Barr and his disciples. At some point, the clones which had made up Purge Trooper ranks were replaced by non-clones. Purge Troopers were also involved in the hunt for Cal Kestis, another Padawan of the fallen Jedi Order, during which they served under the Second Sister.

Purge Troopers were also assigned to guard the key locations of the Empire like Kashyyyk which housed a prison, that was later attacked by Cal Kestis with his crew and the unexpected help of Saw Gerrera, which had captured Wookiees from a resistance movement led by Chieftain Tarfful.

Description

\"I fought alongside the clones once, but now I know they are merely machines. Little better than droids. They must obey their programming. As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Purge Troopers

Purge Troopers were specialized Imperial soldiers who served the Inquisitorius, although some engaged their enemies without nearby support.[3] One group of Purge Troopers were clones from the final production line, and as such, were young human males. They served as a death squad for the Inquisitors and had a red tattoo on the right side of their faces and had no hair.

History

\"We barely survived the wave ourselves—lost two clones.\"

- The Sixth Brother, to Darth Vader

As part of the final production line of clones, the Purge Troopers were activated after the Great Jedi Purge and served as expendable death squads for the Galactic Empire's Inquisitorius, a group of Jedi hunters under the command of Sith Lord Darth Vader and Emperor Palpatine.

Occupation of Mon Cala

\"Kill the Jedi.\"

- The Purge Troopers turn on the Inquisitors under Ferren Barr's influence

In 18 BBY, the Purge Troopers accompanied the Inquisitors and Vader to Mon Cala in order to hunt down a possible Jedi who was allegedly advising King of Mon Cala Lee-Char. Using the Zeta-class shuttle Infernum, the squad touched down on a landing platform in Dac City. After the death of Ambassador Telvar, the Empire dispatched landing craft to Dac City under the command of Major Rantu, as well as landing craft throughout the world. Eventually, the Battle of Dac City commenced and the squad aided the Inquisitors in securing the platform, and then accompanied Vader and the Inquisitors to Dac City palace to capture King Lee-Char in order to uncover the location of the Jedi.

Two enormous creatures jumped from beneath the ocean's surface and crashed back down, unleashing a tidal wave that destroyed the city. At the palace, Vader and the Inquisitors used Force barrier in an attempt to stop the wave but were ultimately unsuccessful. Vader was separated from the others and the squad lost two members. The Inquisitors were able to regroup and requisition an Imperial submarine and rescued Vader from the Great Ungeness Trench as he defeated a large squid-like creature.

After Vader was rescued, the submarine headed to the cave where the Jedi, Padawan Ferren Barr, and his followers were located, and engaged each other just as Barr and his group were escaping. In the fight, which continued to Bel City, several members of Barr's group were killed and Vader left the group to find the king, while the squad and the Inquisitors continued. Barr, Verla, and Daren became trapped in an enclosed chamber. The Sixth Brother killed Daren with his lightsaber and the Tenth Brother told Barr and Verla that there was no escape. Although Verla was ready to face the Jedi hunters and the clones, Barr revealed he had another idea.

Barr informed the Inquisitors he knew who they were and mentioned their former names, Prosset Dibs, Bil Valen, and Masana Tide, and explained they were once Jedi. After the Ninth Sister retorted that they knew him as well and that their original names were dead, Barr countered, saying that the past didn't die and that he studied how Sidious manipulated the galaxy, including the role clones, had, and unmasked the clones, revealing their faces. Barr continued, as he then knew he was correct when he thought that the clones were from the last production line and were activated after the Jedi Purge. When the Sixth Brother stated that the past did not matter, Barr retorted, saying that once someone was a Jedi, they were always a Jedi, and used the Force to command the squad to execute Order 66.

The young clones, in accordance with their programming opened fire on the three Inquisitors despite their protests. The Tenth Brother was almost immediately gunned down, while Barr and Verla escaped. Ninth Sister and Sixth Brother used the Force to push the clones out of the way so they could pursue Barr. However, Sixth Brother sliced off Ninth sister's leg to buy him time for his escape. He wished her good luck, and slyly remarked that she was always his favorite. Enraged, Ninth Sister told him he was dead and his actions wouldn't stop her. As the battle came to an end, only one Purge Trooper survived the chaos and sat amongst his fallen brothers.

Hunting Cal Kestis

\"A Jedi. This is what I've trained for.\"

- A Purge Trooper confronts Cal Kestis on Kashyyyk

Five years into the Jedi Purge, Purge Troopers accompanied the Second Sister and Ninth Sister to Bracca in search of a Jedi, who turned out to be a Padawan named Cal Kestis. At least two of them were based at an Imperial Refinery on Kashyyyk when Kestis infiltrated the compound along with Saw Gerrera and the Partisans. One of them fought off two rebels before confronting the Padawan, but was killed in the fight. Another was later attacked by Kestis while consulting a scout trooper and was also defeated.

Equipment

\"Never seen a trooper like that before.\"

- Saw Gerrera

Every member was equipped with black and red phase II clone paratrooper armor that was lightsaber-resistant. The armor included several silver and/or red designs and a black helmet alike to that of clone paratroopers. Commanders wore red pauldrons while other troopers either wore black pauldrons, grey ones or did not wear one depending on their rank or specialty. The pauldron was worn over the right shoulder. Most troopers also wore kamas with commanders having red sections on them but some members did not wear one. Furthermore, some members had bandoliers wrapped around the left shoulder. Every member had the Imperial crest on both shoulder pads, either in red (usually for commanders) or in white (for other ranks).

For ranged weaponry, they were equipped with DC-15 blaster rifles, DC-15LEs, DC-15A blaster carbines or E-11 blaster rifles. In close quarters combat, they utilized electrostaffs, electrobatons or electrohammers.

To carry out their duties, Purge Troopers made use of Zeta-class shuttles, TIE/rp Reaper attack landers and LAAT/le gunships.

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The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

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The trooper has advantage on saving throws against Force powers.

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If the trooper surprises a creature and hits it with an attack during the first round of combat , the target takes an extra 7 (2d6) damage from the attack.

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.

The trooper makes two melee or three ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MzVkMzY0YzM1NmYz","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/046_-_Purge_Trooper/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"Y2JiM2JlYzA2ZTIx","flags":{},"name":"Electrostaff","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/046_-_Purge_Trooper/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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The trooper makes one ranged attack against every enemy within 10 feet of a point it can see.

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Aiwhas, also called air whales, were a non-sentient species of winged cetaceans native to the planet Kamino. They were used as mounts by the Kaminoans.

DesignationNon-sentient
Classification

Cetacean

HomeworldKamino
Habitat

Ocean

DietKrill

Biology and appearance

\"That uniform suits you about as well as a hat on an aiwha.\"

- Kan Be to Terex

Massive, winged cetaceans, the aiwha were native to both the oceans and skies of the planet Kamino, capable of both swimming and flying using their wingtips to propel them through either substance. Their long, beak-like mouths featured a baleen used for filtering krill from seawater. The non-sentient species, one of a wide variety of aquatic life on Kamino, was also known as the \"air whale\", and were a peaceful and majestic species. Aiwha gave out bleating cries when dying.


History

\"We've got to stop meeting like this, my friend.\" 

- Obi-Wan Kenobi, saved by an Aiwha for the second time

When the climate of Kamino changed drastically, leading to planet-wide flooding when the ice caps melted, the native Kaminoans adapted both themselves and some of their fellow creatures to their new environment. The aiwhas were among those who were adapted using the Kaminoans' advanced cloning technologies, and became biological curiosities used as mounts to traverse Kamino's endless ocean. The Kaminoans used aiwhas as mounts, although aiwha-riders traveled beneath the waters during the lashing tempests of the severe electrical storms which raged for much of the planet's year.

During the Battle of Kamino, Jedi Master Obi-Wan Kenobi hitched a ride on an aiwha while investigating the planet's Separatist attackers, and was rescued twice during the battle by the creatures. During the search for the rogue clone trooper CT-5555 (\"Fives\"), teams rode atop aiwhas to track down the fugitive.

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If the aiwha is flying and dives at least 30 feet straight toward a target and then hits it with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

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The aiwha can't use its blindsight while deafened.

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The aiwha can hold its breath for 30 minutes.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air.

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes two weapon attacks.

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Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Killik makes three attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 15 (2d8+6) kinetic damage.

The target is grappled.

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.

The killik tears apart a grappled opponent. A grappled creature must make a DC 17 Strength saving throw. On a failure, the creature takes 24 (4d8+6) kinetic damage and is stunned until the end of the killik's next turn. On a success, the creature takes normal weapon damage.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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If the Jedi rebel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi rebel is a 8th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 38 force points.

The

Jedi rebel knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: battle precognition, burst of speed, force jump,

heal, project

2nd-level: battle meditation, force confusion, force throw,

phasewalk, stun

3rd-level: knight speed, sever force telekinetic storm

4th-level: freedom of movement, mind trap

5th-level: telekinesis

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The Jedi rebel’s attacks are enhanced by its precision and the force, adding an extra 1d6 to its weapon attacks (already included).

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The Jedi has advantage on saving throws against force powers and effects.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Jedi rebel makes three melee attacks or three ranged attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) energy damage

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Melee Weapon Attack +7, Reach 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

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\"There's assassin probes down here!\"

- Anakin Skywalker

ManufacturerTechno Union
ClassAssassin droid
Degree4th degree droid
Sensor colorRed
Plating colorGray

The SD-K4 assassin droid, also known as the assassin probe, was a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

Characteristics

A fourth class droid, the SD-K4 assassin droid was designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes moved quietly on eight razored legs they could use to lurk silently in for the kill. They were equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 could release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.

History

Manufactured by the Techno Union, SD-K4 assassin droids were used by the Confederacy of Independent Systems during the Clone Wars. As the Galactic Republic's highest echelons began disappearing, it suspected the use of assassin probes. In the year 21 BBY, Tal Merrik, senator of Kalevala and a secret Death Watch sympathizer, smuggled three SD-K4s aboard the spaceliner Coronet to assassinate Satine Kryze, duchess of Mandalore. However, the trio and their probe killers were destroyed before they could eliminate their target, though not before killing several of her clone trooper security detail.

After the Clone Wars, the Techno Union was absorbed by the Galactic Empire, who used their assassin probes during the Galactic Civil War. The Rebel Alliance also modified some for combat and provided them to Saponza's Gang.

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The swarm makes 4 leg slash attacks if it has more than half its hp, or 2 leg slash attacks if the swarm has less than or equal to half hp.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

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DesignationNon-sentient
ClassificationAvian
Feather color
  • Blue
  • Red
  • Green
Eye colorBlue
Distinctions

Four legs

Homeworld
  • Ord Mantell
  • Alderaan

Flutterplumes were feathered carrion-eaters native to the planet of Ord Mantell that also had a sizable population on Alderaan. The enormous scavenger bird was noted for its impressive hook-like beak and four sets of curled talons that it used to tear apart and consume rotting carcasses. Its beautiful feathers were also valued as good luck charms. An abundant supply of fresh battlefield kills attracted flocks of these carrion eaters and there were stories of wounded men unable to defend themselves being eaten by the hungry winged predators. Flutterplumes hunted in flocks of three or four, gliding on the thermal currents that blew across the Scraplands north of Worlport.

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The flutterplume has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The tactician can attempt to hide even when obscured only by a creature its size or larger.

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

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The tactician can take a second reaction each round. It can only take one reaction per turn.

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As a bonus action the Tactician can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following benefits:

After analyzing a hostile creature, the tactician can use its Intelligence modifier instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the tactician's Critical Analysis on them (no action required). The target then gains a +5 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes.

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When the tactician hits a target with an attack, it can attempt to drive the target back. The attack does an additional 1d10 weapon damage. The target must make a DC 16 Strength saving throw or be pushed 15 feet away from the Tactician.

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When the tactician hits a target with an attack, it can attempt to to knock the target down. The attack does an additional 1d10 weapon damage. If the target is Large or smaller, it must make a DC 16 Strength saving throw or be knocked prone.

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The tactician is able to utilize the following discoveries:

Mental Prowess. The tactician is able to use its Intelligence modifier to make or escape a grapple check.

Hardened Mind. The tactician has advantage on saving throws against illusions or on checks to discern illusions from reality.

Targeted Analysis. Attack rolls against the target of the tactician's critical analysis cannot suffer from disadvantage.

Firing Command. As a bonus action, the tactician can take the Help action. Additionally, when it takes the Help action, it has a range of 30 feet instead of touch.

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Once per round, when the creature that is the target of the tactician's critical analysis is attacked by a creature other than the tactician, the tactician can use its reaction to make one weapon attack against the critical analysis target.

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Once per a turn, when a creature misses the tactician with an attack, the tactician can use its reaction to make a melee weapon attack against the creature. If the attack hits, the target suffers the attack's normal damage and an addition 1d10 weapon damage.

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Ranged Weapon Attack +7, Range 150/600 ft., One target. Hit : 10 (1d12+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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ClassificationRodent
Homeworld

Yavin 4

HabitatJungle

Stintarils were a species of rapacious rodents that were native to the moon Yavin 4, and dwelt in the mid-to-upper levels of the jungle canopy.

The Stintarils had sharp teeth that could easily puncture and hold on to prey, and a knobby hairless tail that was used for balance. These rodents attacked in swarms, being known for their great speed. Their prey mainly consisted of woolamanders and whisper birds. The species was nomadic and, as such, were constantly on the move; even their young, born in litters of four or five, were born in transit.

The metabolism of the stintaril was extremely high, and they had to eat often or risk starving to death within a few hours. Hungry stintarils were known to turn on their own kind as a last resort, cannibalizing the weaker among them in order to survive.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stintarils. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on sight and smell.

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 7 (2d6) kinetic damage

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 3 (1d6) kinetic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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When a creature hits the mad scientist with a melee attack, it takes 1d6 acid damage.

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The mad scientist's mind is harmful to any who touch it, if the mad scientist is forced to make an intelligence, wisdom, or charisma saving throw from a force power the caster is forced to make a DC 20 Intelligence saving throw or be a\u0000ected by force confusion for 1 minute.

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The chief o\u0000cer has advantage on saving throws against tech powers.

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The mad scientist is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points.

The chief o􀃞cer knows the following tech

powers:(6th level and above powers are usable 1/day)

At will: electrical burst, electroshock, jet of flame, poison

spray, ward

1st level: absorb energy, cryogenic blast, energy shield, oil

slick, smoke cloud

2nd level: darkvision, mirror image, pyrotechnics, shatter

3rd level: dimish tech, explosion, sending, tech override

4th level: ballistic shield, holding cell, kolto reserve

5th level: cryogenic spray, friendly fire, shutdown

6th level: disintegrate, kolto infusion

7th level: tactical superiority

8th level: incendiary cloud

9th level: invulnerability

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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.

The mad scinetist makes three Electrobaton attacks.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The target has to make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

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Each creature within 30 feet of the mad scientist must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes aff\u0000ected as if by force confusion for 1 minute. At the end of each of its turns, an a\u0000ffected creature takes 4 psychic damage and repeats this save, ending the eff\u0000ect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000}]} -{"_id":"vE9lhCgHtAdQBYAH","name":"**First Order Warlord","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"20","min":0,"formula":"unarmored defense"},"hp":{"value":207,"min":0,"max":207,"temp":0,"tempmax":0,"formula":"19d8+114"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":7,"powerdc":15,"powerLevel":0,"bar1":{"value":207,"min":0,"max":207},"bar2":{"value":20,"min":0,"max":0}},"details":{"biography":{"value":"

\"With the blood of a scoundrel and a princess in his veins, his defiance will shake the stars.\"

- Landonis Balthazar Calrissian

Kylo Ren

Ben Solo was a Force-sensitive human male Jedi who, after falling to the dark side of the Force, eventually renounced his adopted persona of Kylo Ren and was redeemed. During the New Republic Era, he conquered much of the galaxy as Supreme Leader of the First Order and master of the Knights of Ren. The blood of the most powerful Jedi and Sith flowed through his veins, granting him raw strength in the Force. Ren embodied the teachings of both sides, creating much conflict within him, yet it was through discord that he derived power, and he learned to channel his anger into strength. Ultimately, Ren sought to build an immunity to the light side of the Force and destroy the last remnants of the Jedi Order, fulfilling the legacy of his grandfather—the Sith Lord Darth Vader. The man who became known as the \"Jedi Killer\" was born on the planet Chandrila in 5 ABY, when the Galactic Empire surrendered to the New Republic. The son of General Han Solo and Princess Leia Organa, Ben Solo was trained by his uncle, Jedi Master Luke Skywalker. After Solo's destruction of Skywalker's Jedi temple, Solo renounced his family and assumed the identity of Kylo Ren, becoming a First Order warlord and the apprentice of Supreme Leader Snoke. Ren's descent into darkness was marked by the massacre of civilians and the murder of his father, but the act of patricide failed to end his inner turmoil. Believing he was destined to rule the galaxy, Ren assassinated Snoke and usurped the position of Supreme Leader, seizing both military and political control of the First Order. It was not a complete victory for him, however, as Rey, a Jedi apprentice whom he was growing close to, rejected his offer to rule beside him. Though they were sworn enemies, Ren and Rey shared a unique bond with each other, making them part of a prophesied dyad in the Force. Supreme Leader Ren prioritized the destruction of the Resistance and the capture of Rey, viewing both as obstacles in his path to complete domination. The war came to a head in 35 ABY with the return of the Sith Lord Darth Sidious, who urged Ren to become the new Emperor by killing Rey. However, the persona of Kylo Ren ceased to exist after his mother died, allowing him to regain his former identity as Ben Solo. After the battle on Exegol, Solo sacrificed himself to revive Rey, and the two shared a kiss before he vanished into the Force as the last of the Skywalker bloodline.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (human)","environment":"","cr":21,"powerLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 18","languages":{"value":[],"custom":"Galactic Basic, Shyriiwook, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":21,"prof":7,"total":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":22,"prof":7,"total":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":18,"prof":7,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","token":{"flags":{},"name":"First Order Warlord","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"vE9lhCgHtAdQBYAH","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":207,"max":207},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDMwN2IwZmM2MGNh","flags":{},"name":"Disarming Strike (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

When the Warlord hits on an attack he can try to disarm the target. The Warlord adds 1d8 to the damage and the target must succeed a DC 21 Strength saving throw or drop the item they are holding.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OGQyMzE5MjhiN2Fm","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

The Warlord is a 15th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 45 force points).

The Warlord

knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect,

saber throw, sonic charge

1st level: burst of speed, fear, force jump, force propel, phase

strike, slow descent

2nd level: coerce mind, force throw, phasewalk

3rd level: choke, dark aura, force repulse, knight speed, sever

force

4th level: dominate beast

5th level: dominate mind, telekinesis, improved phase strike

6th level: crush, rage, telekinetic burst

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZmJjZDQwNTU3MzBk","flags":{},"name":"Great Weapon Fighting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

The Warlord can reroll a 1 or 2 on a damage die for a melee attack. The Warlord must use the new roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"N2RjMDliMDg0NmVj","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

When Warlord fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OTYyYmFkYzcxNzdl","flags":{},"name":"Reckless","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

At the start of its turn, the Warlord can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Y2FhOTU1MzI0ZWU3","flags":{},"name":"Relentless (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

If the Warlord takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NWVkNDcyOTNiMmQx","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, the Warlord adds his Constitution modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NWNjYjUzNzg1NGRm","flags":{},"name":"Unstable Kyber Crystal","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

The Warlords greatsaber is able to bypass resistances and immunities to energy damage. The Warlord attacks score a critical on a roll of 18-20.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YmFkNjJmMzBlNmI3","flags":{},"name":"Force Immobilize","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

When the first Warlord is hit by a ranged attack, before damage is applied he can use his reaction to attempt to stop the attack. The Warlord rolls 1d20+12. If the result is greater than or equal to the initial attack, the Warlord can stop the projectile in an open space between the target and himself. The Warlord can then use a bonus action on his turn to unfreeze or redirect the projectile.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MmM0YTk1ZTgzMzBj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When the Warlord makes three greatsaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NDRjODgxYTBmZWYy","flags":{},"name":"Greatsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 7 (2d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"],["2d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"YjhjYmQ0YWM3NjI0","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

.

The Warlord can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NGI4ODU1OWQ2NmNi","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

.

The Warlord can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NTA5NDk1ZTMxYTFm","flags":{},"name":"Greatsaber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

.

The Warlord makes one Greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000}]} -{"_id":"vGz0mC3yT5ECAp8q","name":"**Jensaarai Defender","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"Jensaarai enhanced armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

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The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 8 anytime it is damaged.

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The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks level 9 caster 36 points).

It can innately cast the following

Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

3rd level: telekinetic storm, sever force, knight speed

4th level: improved force camouflage

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jensaarai makes two attacks with its Martial lightsaber and one Ballistakinesis attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (1d10+5) energy damage

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.

The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 16 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

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DesignationNon-sentient
Average Height1 meter
Homeworld

Dantooine

Kath hounds were about the size of a large dog, fur-covered, and each limb ended in four hoofed digits. They were generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, were also popular pets on Coruscant.

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, Revan encountered one of these on his exploration on Dantooine.

When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.

It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hounds were knocked out this way.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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\"What, were you celebrating early? You smell like a cantina!\"

- Shad Jelavan to Zayne Carrick

A cantina, also known as a saloon, bar, or pub was a place where spacers, smugglers, and other denizens of the nearby area came to drink and play board and card games, such as pazaak or sabacc. Some cantinas had fighting rings. Cantinas were located on almost every major planet and were often a center of criminal activity such as smuggling and spice trading. They were typically located on smuggler-affiliated planets, such as Atzerri, Abregado-rae, Tatooine, Nar Shaddaa or Nal Hutta.

Atmosphere

Many cantinas provided live entertainment in the form of musicians and dancers. Gambling was also popular in these locales. The main attractions, however, were the beverages served by mixologists or automixers, and the opportunity to meet friends or business associates (illicit or otherwise).

Cantinas were generally poorly lit and crowded. They were dangerous centers of criminal activity, and it was not uncommon for patrons to be maimed or killed within the walls, without so much as a flinch from the staff or the other patrons.

Though most cantinas were open to everyone, many did not allow droids inside. Still other cantinas, such as the Jekk'Jekk Tarr on Nar Shaddaa, were designed only for aliens; the air consisted of fumes that were similar to the ones on their homeworlds, and therefore poisonous to Humans.

Staff

All cantinas employed at least one bartender. Chalmun's Spaceport Cantina had two bartenders: Wuher, who worked the day shift, and Ackmena, who worked at night. A serving staff of waiters and waitresses was often employed as well, and the bartender sometimes had an assistant or barmaid. In addition to the serving staff, most cantinas hired bouncers to handle the many drunk and disorderly patrons.

Some cantinas used MixRMastR robo-bartender droids as bartenders and other types of service droids to wait tables and handle the bar counter. The Kedorzhan Bar on Taris was run entirely by droids.

Many cantinas incorporated some type of entertainment, be it dancers or musicians. In some cantinas, female Twi'lek slaves danced on stages, while others used holograms. Bith musicians playing music, jizz for instance, were also popular entertainment. Some establishments employed both dancers and a band.

Layout

While layouts varied, cantinas typically included most of the same elements. Tables and chairs were generally scattered around the room, sometimes in the form of booths that were set into the walls for added privacy. Another element common to all cantinas was the bar. Often the bar was shaped like a long U, allowing the greatest number of patrons to be seated around it. In the center of the U-shape was the beverage dispenser, where the bartender made the drinks. At the back of the bar was usually a door leading to an office or other employee area.

Depending on the entertainment offered, a stage or bandstand could be against one wall for the performers. Often there would be a room off the main bar area with extra tables for playing pazaak or sabacc. Some cantinas also ran swoop races, in which case there would be a registration area and monitors for watching the races.

Additional areas in a cantina might include a VIP lounge—a room off the main bar area that was cordoned off for a particular group. The Upper City Cantina on the planet Taris had an area for watching and participating in dueling matches, and Zax the Hutt had established a bounty office in Javyar's Cantina.

The famous Jekk'Jekk Tarr, which exclusively served aliens who breathed fumes that were toxic to Humans, had four distinct chambers plus a VIP lounge. Each chamber was filled with a different type of gas, and was separated from the others by a small decontamination chamber. Despite the presence of a bartender, the Jekk'Jekk Tarr was primarily \"self-serve,\" with chemical dispensers located in convenient places around the room, primarily near the clusters of tables in the corners of the respective chambers.

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As a bonus action, the cantina brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The cantina brawl gains 7 (2d6) temporary hp for 1 minute.

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The cantina brawl can occupy another creature's space and vice versa, and the cantina brawl can move through any opening large enough for a medium humanoid. Except for Liquid Courage, the cantina brawl can't regain hp or gain temporary hp.

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The cantina brawl makes two melee attacks or two darts attacks.

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Excavation droids are class V droids built for breaking rock and removing dirt and debris from various sources including mines, construction sites, and demolition zones.

After the devastation of the Clone Wars, what was left of the Cato Neimoidian government decided to turn some of the Confederacy’s droid production power toward rebuilding their bridge cities. One of the droids manufactured under this initiative is the TaggeCo XK-V8 Excavation Droid, produced in partnership with TaggeCo specifically for use on Cato Neimoidia. The excavation droid has climbing claws and magnetic feet that allow it to work on the top and the underside of the planet’s bridge cities.

This spider-like droid resembles a massive arachnid with three-pronged claws at the end of each appendage. The droid’s underbelly bristles with tools, such as circular saws and arc welders. Atop the droid sit several large visual sensors, facing forward and glowing a faint blue color.

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

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The droid can choose to deal double damage on a successful attack against one target provided it has climbed or jumped on its current turn.

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The droid counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Pelko bugs were small creatures that were covered in millions of microscopic barbs that delivered a paralytic, blistering toxin which could penetrate armor. They lived only beneath sands of the Valley of the Dark Lords on Korriban, and were attracted to Force-sensitives. They would stalk and swarm their prey in the darkness. The bug's attunement to the Force allowed them to determine if a creature was suitable prey, as Darth Bane found when exploring the Valley, in which they found he was too powerful and did not attack. The barbs were used in training sabers at the Sith Academy because of the toxin's effects, which mimicked the effects of losing a limb to a lightsaber.

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Melee Weapon Attack +9, Reach 0 ft., One target. Hit : 4 (2d4-1) kinetic damage.

The target must succeed on a DC 12 Constitution saving throw or take 2 poison damage and become paralyzed.

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\"It's those womp rats again. Are they trying to chew up all the cables on the planet or what?\" 

- Luke Skywalker, after shooting a womp rat

Classification

Rodent

Average lengthNot much bigger than two meters
Skin colorGray
Hair colorBlack
Eye colorYellow
HomeworldTatooine
HabitatDesert

Womp rats were creatures native to Tatooine, and were considered pests by local moisture farmers who hunted them for sport.

Biology and appearance

\"I used to bull's-eye womp rats in my T-16 back home. They're not much bigger than two meters.\" - Luke Skywalker

Native to Tatooine, the womp rat evolved to withstand harsh desert climates. A breed of rodent, they were considered hairy, monstrous pests. They had lumpish, gray skin with tufts of spiky black hair running along their backs. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Behavior

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. They lived in the Jawa Heights region and used Beggar's Canyon as their den, alongside the more fearsome krayt dragons. The smell of dead womp rats was known to attract krayts. Nesting in the desert, womp rats sometimes gathered in swarms to attack the inhabitants of Tatooine, and while these dangerous swarms were feared, inhabitants didn't hesitate to hunt the creatures for sport.

History

Womp rats evolved in the harsh desert climate of Tatooine, where they gathered in packs to attack locals. Tusken Raiders used womp rat tusks to decorate their clothing, and native dewbacks were known to eat the critters.

During the Clone Wars, when Anakin Skywalker was having trouble getting information out of Dr. Nuvo Vindi, Obi-Wan Kenobi told him to have patience, as there was \"more than one way to skin a womp rat.\"

While living on Tatooine, Luke Skywalker used his T-16 skyhopper to bulls-eye womp rats, blasting them with the vehicle's pneumatic projectile gun in the desert world's Jawa Heights region. Luke had the most hits on the monstrous pests of any of his group of friends on a skyhopper run through Beggar's Canyon. Shortly before the Battle of Yavin, when Col Takbright protested that the two-meter target on the Death Star was impossible to hit even for a computer, Skywalker countered that he used to \"bulls-eye\" womp rats that were not much bigger than two meters.

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The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.

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If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

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The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 9 anytime it is damaged.

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The Jensaarai’s Force casting ability is Wisdom (spell save DC 17, +9 to hit with power attacks caster, 44 points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

3rd level: telekinetic storm, sever force, knight speed

4th level: improved force camouflage

5th level: improved phasestrike, improved phasewalk, mass

animation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jensaarai makes three attacks with its Martial lightsaber and one Ballistakinesis attack.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage

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.

The Jensaarai calls upon the force to hurl small debris at targets within a 30ft cone. Each creature within the 30 foot cone must make a DC 17 Dexterity saving throw. A creature takes 6d8 kinetic damage on a failed save, or half as much as on a successful one.

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\"We're almost through. Bring in the flamethrowers.\"

―Jedi General Ki-Adi-Mundi, during the Second Battle of Geonosis

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Flame Trooper Corps)

Clone flametroopers were clone troopers of the flame trooper corps equipped with insulated armor and BT X-42 heavy flame projectors. Flame troopers under the command of Jedi General Ki-Adi-Mundi and Clone Commander CC-1993 \"Jet\" were highly effective against the Geonosians during the Second Battle of Geonosis.

For general information about troopers, see Trooper

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Each creature in a 30-foot cone must make a DC 13 Dexterity saving throw. A creature takes 13 (3d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +4, Reach 5ft., One target. Hit : 4 (1d4+2) kinetic damage

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DesignationPossibly semi-sentient or sentient
Average lengthSmall
Average massNot very heavy
Skin colorRadiating color at the touch
Distinctions
  • Conscious full body camouflage
  • Long snout forboring holes
  • Back spines cointaining a toxin
Homeworld
Fex
HabitatTrees
DietBrains

Fexian skullborers were the apex predators of the purple moon of Fex in the Sha Qarot system of the Deep Core, inhabiting the trees of the mostly unexplored moon. The species' name was derived from the method by which they fed, drilling holes into the skulls of their prey via their long snouts and feeding off the victims' brains. The skullborers would drop down from the trees of the moon and latch onto their prey with their six limbs ending in clawed fingers. The predators also had a natural, full body camouflage they used to maintain the element of surprise when they attacked, as well as back spines that contained toxins that would poison their prey if they attempted to remove the skullborers from their head.

The skullborers were first discovered and recorded shortly after the Battle of Yavin by a collection team of scientists sent to Fex by biotechnology company Kelen Biolabs. Unprepared to combat the skullborers when they attacked, three members of the collection crew were killed by the predators. Interested in harvesting the Skullborers for research on their toxins and boring physiology, the Biolabs sent a second collection crew to the planet with better armor and weapons. The crew managed to capture ten skullborers and return them to their starship the Harvester safely, but five of the creatures escaped from their containment and killed all but one of the second collection crew. Kelen Biolabs sent a third collection crew of Luke Skywalker and Nakari Kelen to the moon, who found the Harvester and killed the five escaped skullborers, despite their use of adaptive tactics to find the pair. Due to the intelligence the predators displayed in fighting the duo, Skywalker and Kelen believed the creatures possessed some level of sentience.

Biology and appearance

Fexian skullborers was the name assigned to a a species of possible semi-sentience or sentience. The skullborers were small in stature compared to a fully grown humanoid, and were very light in weight. The creatures had six spindly limbs, each with clawed fingers. The skullborers' central body had a neck forming a large skull, ringed with eight eyes evenly spaced across it. The skull also had a large snout protruding out that had an outer layer of skin with an inner, translucent feeding tube. Between the two layers of the snout was a ring of bone covered by a layer of crystalline with the hardness similar to diamond. The teeth ring was connected to a muscular system at the junction of the snout and skull that allowed to teeth to rotate, and were arranged at an angle to prevent the teeth from cutting the inner feeding tube. This would allow the skullborers to cut through a variety of tough substances to feed, including heavy armor and thick polycarbonate glass.

The skullborers had rigid and sharp spines on their back in four rows of four radiating to the sides that contained toxins that would poison anyone that touched the spines. They species also possessed an active full body camouflage that would hide them from the naked eye. The skullborers could consciously control this camouflage, but if the skullborers were unconscious or dead their camouflage would dissipate, revealing skin that would radiate color at the touch. Despite having light weight, thin bones, the skullborers' skeleton was very strong.

Behavior

The Fexian skullborers were native to Fex, the purple moon of the planet Sha Qarot in the system of the same name in the Deep Core. The species were the apex predators of the moon, feeding off the brain matter of their prey. The skullborers resided in Fex's tall trees, dropping on their prey from above, and latching onto their victim's head with their clawed fingers. The skullborers would place their snouts onto the skull of their prey and the rotating teeth of the predator would drill through the bone and any armor to reach their desired food. The predators utilized their camouflage shield them from view, as well as their vantage point in the trees to prevent their prey from smelling them, maintaining an element of surprise. The toxic spines on their back would poison their prey if the skullborers' target attempted to swipe the predators off their head.

The skullborers exhibited adaptable behavior to combat their prey and avoid capture, which conveyed some level of sentience. When captured and put in thick polycarbonate glass containers, a group of skullborers learned to bore through the glass using their teeth to escape. In a confined starship, the freed skullborers climbed to the ceiling of the ship to gain a vantage point to attack their captures. When on the attack, two of the skullborers could observe that their preys' hands, which had been used to kill other skullborers, needed to be neutralized before attacking their preys' heads. The skullborers also possibly demonstrated some level of self sacrifice for a tactical advantage. When two skullborers attacked Luke Skywalker, one jumped on top of another, impaling the superior skullborer on the spikes of the inferior one, but also shielding the skullborer from Skywalker's stun stick. Skywalker was not sure if the skullborer had intended to sacrifice itself, or if it had landed on its compatriot by happenstance.

History

By the time of the Galactic Civil War, the Fexian skullborers had evolved be so effective at their predation that most other large animals of Fex, predators and herbivores alike, had evolved to have thick, crystalline structures and horns covering their heads or highly armored body cavities to withdraw their head into. The Fexians skullborers and the Sha Qarot system overall remained undocumented by the greater galactic society until shortly after the Battle of Yavin when the biotechnology Kelen Biolabs discovered the system. Believing Fex to hold possible value for future medications and other biological utilities, Fayet Kelen, the owner of the Biolabs, dispatched a collection crew of scientists to Fex to survey and collect samples for study. Three of the crew's members, the Bith Priban, the Duros Hafner, and human member disembarked their starship the Harvester to more closely explore the ecosystem of Fex.

As the trio were walking under a canopy of trees, recording the trip with holocams installed in their helmets, a skullborer landed Priban's helmet and began to drill into his head. Priban grabbed his head out of reflex, stabbing himself with the skullborer's spikes and poisoning him in the process. Unable to see the creature due to its camouflage and unsure of what was happening, the other two scientists were unable to react before Priban fell motionless. The human was next to be attacked by a skullborer, and realizing that something was assaulting him, called for Hafner to shoot a stun blast at his head as well as Priban's. Hafner was not able to react in time and the human too fell to the ground. Hafner finally stunned the human's head and the skullborer on it, revealing the creature visually. Hafner began to inspect the predator's physiology, making the first documentation of the species with his holocam, until another skullborer fell on the Duros. Trying to protect himself, Hafner commed the Harvester to come pick him up and stunned his head, knocking out both him and the skullborer. However, the Harvester was too slow in retrieving the crew members, and all three had their brains eaten out when the skullborers awoke, retreating into the trees afterwards.

With the holorecordings from the three deceased scientists preserved, Kelen Biolabs was interested in capturing the skullborers to study the physiology of their boring snouts as well as the toxins in their back spines. The company sent a second crew of five to Fex better equipped with stun sticks and heavier armored helmets aboard the Harvester. The second crew managed to successfully contain ten skullborers and bring them back aboard the ship. However, five of the skullborers were able to escape the polycarbonate glass containers the crew had imprisoned the predators in by boring through them. The crew, having taken their armor off by under the false guise of safety in their own ship, were caught unprepared when the skullborer's attacked them. All but one of the crew members were killed, the last man managed to lock himself in one of the ship's quarters to prevent the skullborers from attacking him.

Having lost contact with the second crew, Fayet Kelen hired two human Rebel operatives, the prospective Jedi Luke Skywalker and Fayet's daughter Nakari Kelen, to go to Fex as a third collection crew as well as return the Harvester and its crew. The senior Kelen gave to two stun sticks and a prototype head armor even heavier than what the second collection crew had, as well as the recording of the first crew's encounter with the skullborers. Upon reaching the moon, the pair tracked down the Harvester and began to inspect its interior. The five escaped skullborers were residing in cluster of wires and tubes on the ceiling of the ship's medical bay, and when Skywalker entered the room one of the predators jumped onto his helmet. The pilot quickly stunned the skullborer using his stick, toppling to the floor in the process. Two more skullborers then jumped on Skywalker's visor, a weak point in the helmet's design, with one skullborer landing on top of the other. While the top skullborer was killed by the other's back spikes, the lower skullborer was shielded from Skywalker's stun baton.

In desperation the young Jedi shot a blaster bolt across his visor, incinerating the skullborers. Kelen entered the room and shot the skullborer Skywalker had stunned. The two remaining skullborers on the ceiling, having witnessed the two humans kill the other skullborers using their hands, changed their tactics and attacked Kelen's hands. Kelen quickly reacted, killing the skullborers in rapid succession. The pair collected the corpses of the five dead skullborers along with the five skullborers that had remained in their glass containers, and returned to the planet Pasher, the base of Kelen Biolabs, with the Harvester and the lone survivor of the second crew in tow. Upon arrival, Nakari Kelen reported to her father that, due to adaptable behavior the skullborers had demonstrated in escaping the previous crew and attacking the duo, they believed the skullborers were sentient in some form.

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If the skullborer drops on to target from above and hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 14 (4d6). If the skullborer misses, it takes half normal falling damage for distance fallen.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZjFhNDc1OWMxMzJj","flags":{},"name":"Poisonous Skin","type":"feat","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

Any creature that grapples the skullborer or otherwise comes into direct contact with the skullborer's skin must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YWExM2FhZTI3NjVk","flags":{},"name":"Superior Camouflage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

The skullborer can turn invisible as an action or bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"M2I4ZjI0NzI4NGY0","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage.

If the target is Medium or smaller, it is grappled (escape DC 14) and must succeed on a DC 14 Constitution saving throw or be stunned until this grapple ends.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"N2VlZWUyYzRiNGI3","flags":{},"name":"Extract Brain","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One incapacitated humanoid grappled by the skullborer. Hit : 36 (8d8) kinetic damage.

If this damage reduces the target to 0 hit points, the skullborer kills the target by extracting and devouring its brain.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000}]} -{"_id":"wRATku3cfPEERxvw","name":"Trandoshan Hunter","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"combat suit"},"hp":{"value":77,"min":0,"max":77,"temp":0,"tempmax":0,"formula":"14d8+14"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":77,"min":0,"max":77},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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.

The trandoshan makes two ranged weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"MWUxZmU1OTIzYmFl","flags":{},"name":"Trandoshan Shortsword","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/230_-_Trandoshan_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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\"Still resisting? Unwise.\"

- A KX-series security droid

ManufacturerArakyd Industries
ClassSecurity droid
Degree4th degree droid
Cost50.000 credits

KX-series security droids, also referred to as enforcer droids,[6] were a model of security droid manufactured by Arakyd Industries that was in service to the Galactic Empire during the Galactic Civil War.

Description

\"KX droids have a long range of combat capabilities, excellent probability analysis algorithms, and direct access to the Imperial datanet.\"

- R0-GR

Arakyd Industries KX series Enforcer droids came equipped with a built-in comm package, recharge port, and a computer interface arm that allowed them to connect with standard communication frequencies for areas they were assigned to. The Imperial crest was imprinted on the side of each shoulder, one of which could be emblazoned in gold if the droid had received an enhanced status. The droids were designed with exaggerated human proportions but with the mobility of a human athlete. They were able to operate a variety or tools and equipment and can carry gear without becoming exhausted.

While the Imperial Senate had prohibited the creation of battle droids, Arakyd was able to use a loophole in the law by marketing the KX-series as \"security droids.\" They were programmed without the standard restriction against harming organic sentient lifeforms.

The KX-series droids were programmed to speak and interact with people, but were not as proficient at it as protocol droids were. They could handle a wide range of tasks, including escorting dignitaries, protecting important people and defending Imperial installations. The droids were also programmed to recognize and defer to Imperial Military officers ranked Lieutenant or higher.

History

The droids were deployed as early as 14 BBY to guard Imperial installations, such as the Imperial Refinery or the mining headquarters on Ilum.

During the Galactic Civil War, they were present on both Jedha and the Imperial facility on Scarif. K-2SO and K-4D8 were examples of these droids.

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

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa can breathe air and water.

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The fambaa deals double damage to objects and structures.

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The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor makes two attacks: one with its claws, and one with its bite.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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A carnivorous plant was a plant native to the swamps of Naboo. Standing taller than four meters, the carnivorous plants grew together in \"forests\" of each other, attempting to devour any animal unfortunate enough to get to close to them, including sentient beings. They had four yellow leaves and a mouth on top of a stalk.

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Any unenhanced weapon made of metal that hits the plant corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. The plant can eat through 2-inch-thick, unenhanced metal in 1 round.

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While the plant remains motionless, it is indistinguishable from a normal plant.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage plus 7 (2d6) acid damage

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

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If the Bendu moves at least 10 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 17 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

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The Bendu’s attacks are considered enhanced.

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The Bendu’s forceasting ability is Wisdom (force save DC 22). It can innately cast the

following force powers:

At will: force push/pull, force sight, force throw, sense

emotion, sense force, sever force

3/day each: force repulse, force project, force suppression,

sanctuary, telekinesis

1/day each: earthquake, force storm, improved force

camouflage, mass animation, precognition

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If the Bendu fails a saving throw, it can choose to succeed instead.

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The Bendu is immune to force powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other force powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YTFlMjZjZWY0NjVm","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

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.

The Bendu makes two claw attacks and one horn attack, or it casts one force power and makes a claw attack.

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Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage

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The Bendu teleports up to 120 feet to an unoccupied space it can see.

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The Bendu calls a bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point it can see within 60 feet. All creatures within 20 feet of the target point must make a DC 22 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a successful one.

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The bendu makes a claw attack.

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The Bendu uses its teleport action.

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The Bendu casts an at will force power.

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The Galactic Senator can use her Intelligence modifier instead of Dexterity for attack and damage rolls against one creature per turn.

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As a bonus action, the Senator can grant an ally a +7 bonus that can be applied to the next attack roll, ability check, or saving throw that the target makes.

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The Galactic Senator can use an action to bolster the resolve of one of an ally. Choose an ally who can see or hear her within 30 feet of the Senator. The ally can add +7 to every damage roll they make until the start of the Senator's next turn.

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The Galactic Senator may use a bonus action to call her allies towards her. The Galactic Senator chooses up to 7 creatures that she can see within 60 ft. They can use their reaction to immediately move directly towards her up to their movement speed. This movement does not provoke opportunity attacks.

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When the Galactic Senator fails a saving throw, she can choose to succeed instead.

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The Galactic Senator can take two reactions each round. She can only take one reaction per turn.

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When the Galactic Senator hits a creature with a weapon attack, she can use her reaction to issue a one-word command to a creature who can see or hear her. Add 1d10 to the attack’s damage roll, and the target must succeed on a DC 19 Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

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When a creature makes an attack roll against the Galactic Senator, she can use her reaction to command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll 1d10 and add the result to the ally’s attack roll.

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When the Galactic Senator makes three weapon attacks.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 17 (3d8+4) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

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The Galactic Senator suggests a reasonable-sounding and simple course of action to influence a creature she can see within range that can hear and understand her. The target must succeed at a Wisdom saving throw (DC 19) or become charmed, pursuing the course of action to the best of its ability. The course of action ends after the sooner of 24 hours or upon completion. If the Senator or any of her companions damage the target, the effect ends.

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Ugnaught

Diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls, Ugnaughts are considered one of the hardest-working species in the galaxy. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reach up to more than 200 standard years. They notably ate genteslugs. Ugnaughts evolved on Gentes, a planet located in the Anoat sector of the Outer Rim Territories. However, throughout history, many were sold into slavery and taken to new worlds to work as slaves or indentured servants. 

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok warrior has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok warrior can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok warrior has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 3 (1d6) poison damage

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage plus 3 (1d6) poison damage

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\n\t\t\n\t\n\t\n\t\t

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\n\t\t\t\t\t\n\t\t\n\t\n\t\n\t\t
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Zakkegs are rare alpha-predators indigenous to Dxun. Huge, armored quadrupeds, they are solitary and territorial. Even Mandalorians are impressed by someone who kills a Zakkeg, and one could gain great honor for proving one's success. They prey upon most creatures which they can catch, including cannoks, maalraas and even bomas.

Popular Culture. Zakkegs are known for being crafty\nand stubborn. The mercenary Saponza compared the\nTusken Raider known as the Jundland General to a\nzakkeg after discovering that he had several heavily\nfortied bases. Associates of the smuggler Liana Kor\ndescribed her as being as \"stubborn as a zakkeg, and\ntwice as mean.\" 

\n\t\t\t\t
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","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":7,"powerLevel":0,"xp":{"value":2900},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy, Ion, And Kinetic From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 10","languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/450_-_Zakkeg/avatar.webp","token":{"flags":{},"name":"Zakkeg","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/450_-_Zakkeg/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"xtftB4bMT9hOAPPO","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":76,"max":76},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmM4ZDNkZWIzZjMw","flags":{},"name":"Keen Smell","type":"feat","img":"systems/sw5e/packs/Icons/monsters/450_-_Zakkeg/avatar.webp","data":{"description":{"value":"

The zakkeg has advantage on Wisdom (Perception) checks that rely on smell.

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Any creature that grapples the zakkeg takes 4 (1d8) kinetic damage at the end of its turn.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 16 (2d10+5) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok assault gunner has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok assault gunner can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok assault gunner has advantage on an attack roll against a creature if at least one of the gunner's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The ewok assault gunner has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The Ewok Assault Gunner makes two spear attacks or two assault cannon attacks.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage plus 3 (1d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The ewok sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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The acolyte is a 1st-level forcecaster. Its forcecasting ability is Charisma (power save DC 12, +4 to hit with force attacks) and it has 6 force points.

The acolyte knows the following force powers:

At-will: denounce, force push/pull, saber reflect, saber ward

1st-level: cloud mind, slow

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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\"Observation: This cave is infested with shyracks, a species of easy-to-kill winged pests. They shall prove useful for testing my blaster accuracy ratio.\"

- HK-47

DesignationNon-sentient
Habitat

Caves

Homeworld
Korriban

Shyracks were large, bat-like avian creatures with razor like teeth native to the caves of Korriban.

Biology and appearance

These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks were potentially dangerous pests, especially when they converged as a flock on an intruder. They were native to the Shyrack cave of Korriban and were natural rivals to the feared Tuk'ata.

History

Revan encountered numerous shyracks while exploring the tombs in the Valley of the Dark Lords, where he helped rescue rebellious Sith students who fled the academy into the caves after refusing to kill Dreshdae civilians.

Meetra Surik discovered the tomb of Ludo Kressh within the very same cave, albeit deeper and farther into the mountain than Revan ventured.

By the time of the Cold War, they were still a dominant species inside the tombs now developed into various types.

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The Shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small shyrack. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 9 (2d8) kinetic damage

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 4 (1d8) kinetic damage

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\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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On each of her turns, the Mistryl can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NTllZTkyNTIyZDI5","flags":{},"name":"Sneak Attack (1/turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/269_-_Mistryl_Master/avatar.webp","data":{"description":{"value":"

The Mistryl deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZjViYmE2MzVlYzY1","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OGY0YmUyY2UzNmRh","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Mistryl makes three melee weapon attacks or three ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"OTcyNmMwZGMzZTYx","flags":{},"name":"Holdout Blaster","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/269_-_Mistryl_Master/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 6 (1d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} -{"_id":"yRjbINZfDxifYbeX","name":"Mnggal-Mnggal, Lake of","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":27,"proficient":1,"min":3,"mod":8,"save":16,"prof":8,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":12,"prof":8,"saveBonus":0,"checkBonus":0},"con":{"value":24,"proficient":1,"min":3,"mod":7,"save":15,"prof":8,"saveBonus":0,"checkBonus":0},"int":{"value":22,"proficient":1,"min":3,"mod":6,"save":14,"prof":8,"saveBonus":0,"checkBonus":0},"wis":{"value":20,"proficient":1,"min":3,"mod":5,"save":13,"prof":8,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":13,"prof":8,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":455,"min":0,"max":455,"temp":0,"tempmax":0,"formula":"26d20+182"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"","movement":{"burrow":0,"climb":30,"fly":0,"swim":50,"walk":50,"units":"ft","hover":false},"prof":8,"powerdc":16,"powerLevel":0,"bar1":{"value":455,"min":0,"max":455},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 21 (6d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 24 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 24 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to 1 huge creature, two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

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Mnggal-Mnggal's attacks are enhanced.

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Mnggal-Mnggal has advantage on saving throws against force powers.

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If Mnggal-Mnggal fails a saving throw, it can choose to succeed instead.

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Mnggal-Mnggal regenerates 20 hitpoints at the start of it's turn, as long as it has 1 hit point.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

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Melee Weapon Attack +16, Reach 50 ft., One target. Hit : 24 (3d10+8) kinetic damage plus 14 (4d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 24). A grappled target takes 14 (4d6) acid damage at the start of its turn.

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.

Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30ft. cone in any direction from its space. All creatures in the area must make a DC 20 Dexterity saving throw or take 22 (4d10) acid damage on a failed save. A target that failed the save must make a DC 23 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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.

Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 24 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (3d8+8) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

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.

Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 23 constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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.

Mnggal-Mnggal moves up to its speed.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"MjBmNTZlYjIzNmY2","flags":{},"name":"Attack (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

.

Mnggal-Mnggal makes a Pseudopod attack.

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.

Mnggal-Mnggal uses its Engulf attack.

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Darth Tyranus

Dooku, a Force-sensitive human male, was a Jedi Master that fell to the dark side of the Force and became the Dark Lord of the Sith Darth Tyranus during the final years of the Galactic Republic. After leaving the Jedi Order, he claimed the title Count of Serenno and, during the Clone Wars, served as Head of State of the Confederacy of Independent Systems. He was the second apprentice of Darth Sidious, the Dark Lord of the Sith whose plan to conquer the galaxy relied on Dooku leading a pan-galactic secessionist movement against the Republic. As such, Dooku immersed himself in the dark side and worked tirelessly to advance his master's plans.


Born in 102 BBY, Dooku learned the Jedi arts as the Padawan of Yoda, the legendary Grand Master of the Jedi Order. A political idealist, the corruption in the Galactic Senate—as well as the traditions of the Jedi—disillusioned him, causing Dooku to voluntarily leave the Order and return to his homeworld where he reclaimed his title and heritage as a nobleman. His former peers believed his decision was misguided but still held him in high esteem. Unknown to the Jedi, however, Dooku not only renounced their ways but his commitment to the light side of the Force as well. Having sworn his allegiance to Darth Sidious, Dooku became the Dark Lord's apprentice and adopted the secret name of Darth Tyranus. Throughout the first decade of Sheev Palpatine's chancellery, Dooku used his resources and charisma to recruit entire star systems to the Separatist cause. At the same time, he oversaw the development of two vast armies that would be pitted against each other in the conflict to come: the Separatist Droid Army manufactured on Geonosis; and the Grand Army of the Republic, composed of clone troopers bred on Kamino and modeled on the bounty hunter Jango Fett.


As leader of the Separatists, Dooku delegated military authority to a cadre of subordinates personally trained by himself, including General Grievous and Asajj Ventress. While Grievous was trained only in the art of lightsaber combat, Ventress was strong with the Force, affording her the opportunity to learn the ways of the dark side from Dooku. The Sith, however, remained faithful to Darth Bane's Rule of Two; and as such, Dooku was compelled to betray his disciple after Sidious became suspicious of his own apprentice's intentions. Though he sought to replace Ventress with Savage Opress and later Quinlan Vos, Dooku ultimately remained beholden to his master's will. By the third year of the war, Dooku and Grievous succeeded in abducting Chancellor Palpatine from the Republic capital of Coruscant in 19 BBY. During the ensuing Battle of Coruscant, he was confronted and de-
feated by the Jedi Knight Anakin Skywalker, who summarily executed the Count via beheading
at the Chancellor's behest and succeeded the
late Darth Tyranus as Sidious' third and last
apprentice, resulting in his transformation
into Darth Vader.


Dooku was a highly skillful lightsaber duelist even in his old age. During his time as a Jedi he was known as one of the Order's finest swordsmen; it was said that only Yoda was his superior and that Mace Windu was his only worthy opponent. Dooku was a practitioner of the second form of lightsaber combat, Makashi. Makashi was a rarity among the Jedi by the time of the Clone Wars; it was a style designed specifically for lightsaber-to-lightsaber combat, and as such it was considered obsolete in a time when most Jedi were more likely to face blaster-wielding opponents. The style's rarity gave Dooku an advantage when engaging in lightsaber duels, as few of his enemies were trained to defend themselves against it. Makashi relied on precision, speed, and economy of movement rather than wide-sweeping strikes that characterized later styles, and Dooku's curved-hilt lightsaber was designed especially for that. However, in spite of his almost unrivalled sword mastery and decades of experience, Dooku was still vulnerable to Form II's greatest weakness; its lack of kinetic power. In addition to his formidable lightsaber skills, Dooku was enormously powerful and skilled in the use of the Force. He demonstrated great prowess and strength in the use of telekinesis. He was also highly skilled in the use of Force lightning, using it as both a means of torture and execution, and was able to use it in conjunction with telekinesis.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (human)","environment":"","cr":21,"powerLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 20","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","token":{"flags":{},"name":"Sith Duelist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ynEy24ixdfGcvDfn","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":165,"max":165},"bar2":{"value":22,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTFmZTQzZTA3OTA5","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

Sith Duelist is an 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Duelist knows the following force powers:

At-will: denounce, force disarm, force push/pull, force

technique, lightning charge, saber reflect, saber throw, shock

1st level: burst of speed, curse, force jump, force throw, slow

descent

2nd level: animate weapon, battle meditation, stun, stun droid

3rd level: bestow curse, choke, force lightning, force repulse,

telekinetic storm

4th level: freedom of movement, force immunity, shocking

shield

5th level: mass animation, stasis, telekinesis

6th level: force chain lightning

7th level: force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"Mzg0MGI5NTMwZDYx","flags":{},"name":"Duelist","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When Sith Duelist is wielding a melee weapon in one hand and no other weapons, he gains a 2+ bonus to damage rolls with that weapon (included, below).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"N2Y2ZmZlNGRjN2Q4","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MzZhMWFiN2NlODI5","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, Sith Duelist adds his Charisma modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MjViZjgxZjMwZmMw","flags":{},"name":"War Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When Sith Duelist uses his action to cast a force power, he can cast an at-will force power as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjA5MDE3M2IzYThh","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When a creature misses Sith Duelist with a melee attack, he can make a lightfoil attack against the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MDdjYWM0OTdmYWFj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When Sith Duelist makes three lightfoil attacks or casts a force power and makes a lightfoil attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZTM0NzYwYTdlOTgw","flags":{},"name":"Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 21 (3d8+8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"YzNkYjkxNzgyMmQ1","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

.

Sith Duelist can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NmRlZDRkMGExNmFi","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

.

Sith Duelist can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NmY3ZDc1YzY1ZTdm","flags":{},"name":"Lightfoil","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

.

Sith Duelist makes one Lightfoil attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"NzA1YmE3ZDEzMGRk","flags":{},"name":"Forcecasting (1 legendary action per power level)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

.

Sith Duelist can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000}]} -{"_id":"yu6AHhxvTmWVsFou","name":"**ISB Infiltrator","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"heavy combat suit"},"hp":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0,"formula":"8d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"powerLevel":0,"bar1":{"value":36,"min":0,"max":36},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Imperial Security Bureau pays attention to patterns.\"

- Agent Alexsandr Kallus, to Cumberlayne Aresko

Organization type
  • Law enforcement agency
  • Intelligence agency
Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Unidentified Director
  • Deputy Director Harus Ison
  • Colonel Wullf Yularen
  • ISB high command
Sub-group(s)
  • Enforcement
  • Imperial Military Department of Advanced Weapons Research
  • Internal Affairs
  • Interrogation
  • Investigations
  • Re-Education
  • Special Operations
  • Surveillance
HeadquartersISB Central Office, Coruscant
Location(s)
  • Imperial Office of Security, Scarif
  • Imperial Security Bureau headquarters, Lothal
  • ISB Academy and Offices, Coruscant
  • Killun Station, Killun
  • Scarif vault, Scarif
  • Viper's Nest, Virkoi
  • Wretch of Tayron, Tayron
Date founded19 BBY
Date fragmented

4 ABY, after the battle of Endor

Date dissolved5 ABY
AffiliationGalactic Empire (Select Committee)

The Imperial Security Bureau (ISB), also referred to as the Imperial Security Office, Security Bureau, or Imperial Security, was a law-enforcement and intelligence agency of the Galactic Empire that was charged with matters of internal state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order (COMPNOR), and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

History

Early growth

The Imperial Security Bureau was formed by Galactic Emperor Palpatine as a secret police organization, dedicated to rooting out enemies of the New Order and maintaining stability throughout Imperial territories shortly after the proclamation of the New Order. Within fourteen years, the organization grew from a handful of agents into an organization double the size of Imperial Intelligence.

Following the Clone Wars, the agency helped oversee the dismantling of Confederate warships and martial supplies. Concurrent loyalty purges saw vast amounts of Separatist propaganda destroyed, rescinded, and withheld. Only a handful of propaganda posters such as Ansibella Delu's Count Dooku: Words of Truth escaped the purges. When Art Group agents discovered egregious violations of its artistic tenets, agents of the ISB were called in to make troublesome artists disappear.

Five years into the Emperor's reign, Imperial Intelligence agents found a cache of communications devices on the remote world of Murkhana and referred the case to the ISB, who brought the matter to the Emperor and his Imperial Ruling Council. It was ultimately decided to send Wilhuff Tarkin and Darth Vader to investigate the cache, which was in reality set up by a small rebel cell, despite the ISB hoping to receive full oversight of the investigation from Imperial Intelligence and the Naval Intelligence Agency.

Fighting the Rebellion

One of the ISB's top members was Agent Kallus, who worked in both the Investigation and Internal Affairs branches of the organization and searched for signs of disloyal activity or insurgency. His primary mission was to ensure it did not spread into a full-scale rebellion against the Empire. In the fifteenth year of the Empire, the Imperial Security Bureau took special interest in the Lothal-based Spectres rebel cell, whose attacks on Imperial outposts revealed risks of sedition and gave warning signs of rebellion. Kallus became a perennial foe of the Spectres before striking an unlikely friendship with the Lasat Spectre Garazeb Orrelios, which led him to reconsider his allegiance to the Empire. Kallus subsequently became the rebel operative known as Fulcrum, who supplied the Phoenix Cell and Spectres with intelligence.

During Nightswan's campaign, ISB Colonel and Clone Wars veteran Wullf Yularen took an interest in investigating the shadowy insurgent leader and pirate known as Nightswan. He was assisted by the Imperial Navy officers Thrawn and Eli Vanto, and future Lothal Governor Arihnda Pryce. Together, they exposed Nightswan's Coruscant spy ring, which included the Higher Skies Advocacy Group and members of the Yinchom Dojo. During the siege of the Creekpath Mining and Refining complex on Batonn, Pryce convinced Yularen to let her accompany Agent Gudry on a mission to disable the Batonn insurgents' deflector shield generator. After Pryce killed Gudry for refusing to evacuate her parents before Thrawn's assault, Pryce blew up the mine's explosive cache to cover up Gudry's murder. This led to many civilian casualties on Batonn, horrifying both Yularen and Thrawn.

Later, Kallus helped the Spectres steal Thrawn's TIE/D Defender blueprints from the Imperial Armory Complex on Lothal. This led Thrawn to realize that the rebels had a mole within the Imperial ranks.Thrawn began screening the local Imperial sector command for the spy with the help of Yularen. To avoid discovery, Kallus framed Lieutenant Yogar Lyste. Despite Kallus' efforts, Thrawn realized that Kallus was the true spy but allowed him to continue operating in order to find Phoenix Squadron's rebel base. Thrawn subsequently tricked Kallus into exposing the location of Chopper Base by disclosing information about the Rebel Alliance's plans to attack the Imperial Armory Complex. However, Kallus managed to escape during the Battle of Atollon and officially joined the Alliance.

After Senator Mon Mothma resigned from the Imperial Senate and condemned Palpatine for his actions during the Ghorman Massacre, the ISB issued an alert for Mothma in an attempt to capture her. ISB agents also visited Cantham House on Coruscant, the meeting place of the Cantham House meetings, based on suspicions they had, and questioned Leia Organa and several others there.

Another ISB agent was loyalty officer Sinjir Rath Velus, who was recruited by ISB officer Sid Uddra. After a brutal period of training on the ocean world of Virkoi, Velus personally interrogated the traitorous Imperial Navy officer Lieutenant Alster Grove, who was part of a cabal that sought to assassinate Darth Vader. Velus interrogated Grove, who revealed his fellow conspirators. While Vader executed the other conspirators, Uddra threw Grove to his death in Virkoi's oceans.

Galactic Civil War

Following the destruction of the first Death Star, the ISB engaged in an increasing number of operations to root out the growing rebellion, and became busier than at any previous time in its history. These operations included a plan to sway mathematical genius Drusil Bephorin to the Empire's cause by keeping her in a sort of luxurious imprisonment on Denon. Project Hidden Eye was aimed at seeding sleeper operatives across the galaxy to spread propaganda and secretly report on citizens. The project, however, was cut short due to the intervention of Commander Luke Skywalker, a hero of the Rebel Alliance.

Post-Endor fragmentation

As with most other governmental agencies following the Empire's defeat at the Battle of Endor, the ISB was left scattered as the New Republic attacked distant ISB outposts and fomented dissent. Twenty days after the Battle of Endor, the ISB kept information on the Emperor's posthumous contingency plan on one of its Black Sites, the Wretch of Tayron. However, the base was taken by Rebel Alliance General Han Solo and his elite Pathfinders. The base commander was unable to initiate a data purge, and the Alliance obtained information on Operation: Cinder, thwarting attempts at its implementation for over three months.

In the months following Endor, the ISB was given full oversight over the security of the Imperial throneworld, Coruscant, after the Imperial Navy refused to provide ships to defend the planet, with Fleet Admiral Gallius Rax viewing it as a symbol of indolence and torpidity. As such, control of Imperial forces was left to the Empire's chief administrator, Grand Vizier Mas Amedda. While the ISB lacked the ships to effectively withstand a New Republic naval assault, ISB-loyal stormtroopers and personnel were deeply entrenched on the surface of the planet, which was already involved in a civil war between the ISB and New Republic–backed resistance movements.

Velus joined a team of Imperial hunters led by the New Republic starfighter pilot Norra Wexley after defecting to the New Republic. After losing his family during a New Republic attack on the Hyborean Moon, Romwell Krass Junior abandoned his post and traveled the galaxy to grieve the loss of his loved ones. During the Battle of Jakku, Commander Brisney served as the ISB officer aboard the Imperial Star Destroyer Inflictor.

Legacy

By 28 ABY, the Imperial Security Bureau had ceased to exist along with the \"Old Empire.\" One former ISB officer was Arliz Hadrassian, a small-time businesswoman who was the leader of the Amaxine warriors, a paramilitary faction that served as a front group for the First Order, a remnant of the Old Empire based in the Unknown Regions. During a meeting with the Centrist senator Ransolm Casterfo, Hadrassian spent hours regaling the young senator with stories about her career in the Imperial Military and the ISB, unaware that he was part of Senator Leia Organa's investigation into the Amaxine warriors.

Organization

Command hierarchy and administration

The Imperial Security Bureau was a sister agency and rival to Imperial Intelligence. The ISB worked closely with Emperor Palpatine, being led five years into his reign by a Bureau Chief under which served Deputy Director Harus Ison and Colonel Yularen, who often operated in conjunction with the Joint Chiefs. ISB was sometimes attached to various fleets, sometimes falling under the command of the Navy and working alongside Naval intelligence. Members of the ISB worked from the ISB Central Office as part of the Federal District on Coruscant, while agents in the field would constantly provide intelligence updates to headquarters. The ISB high command governed the ISB. Many military officers feared the group and its power.

Personnel

Prospective ISB personnel were drawn from the Imperial Academy system and given training within the ISB Academy and Offices complex, located within the Verity District on Coruscant. Members went through a training regimen which included learning xenophobic propaganda, and were taught from the ISB Loyalty Manual. Members of the ISB were taught a specialized vocabulary to prevent outsiders from understanding their conversations. The term \"auditing\" was used to signal that suspects knew they were being investigated. The practice of provoking a suspect to commit a crime was referred to as \"crustbusting,\" and interrogating a supposed innocent in hopes he or she would react suspiciously was known as \"scattering.\" Framing a wanted suspect for a crime to make sure he or she would be arrested was referred to as \"Jabba.\"

Following completion of the Academy, recruits filed into one of several branches of the organization, such as Surveillance, Interrogation, and Re-Education.

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers. Loyalty officers of the ISB were tasked with ensuring that regular troops and officers obeyed orders and conformed to Imperial ideology, and were regarded with great fear and respect. Impromptu inspections, undercover surveillance and seemingly limitless authority gave such officers unprecedented access to the lives of regular servicemen, creating a culture of fear to deter any tenuous links within the chain of command.

While most ISB agents were human, at least one Gotal named Barrisk Favvin worked as an ISB agent in the Kupohan city of Tonekh.

Enforcement

The Enforcement branch of the ISB served as backup for agents in the field, specially trained to provide support when necessary.

Interrogation

Interrogation was the second-largest branch in the ISB, and was intent on extracting information from various lifeforms to obtain valuable information. It claimed to have a 95 percent success rate in recovering useful data from questioned subjects. To that end, the ISB notably used IT-O Interrogation Units developed by the Imperial Department of Military Research.

Re-Education

The Re-Education division was focused on what some called \"brainwashing\" its subjects into supporting the Galactic Empire and its actions across the galaxy. Project Unity consisted of re-educating elements of society resistant to the New Order through a process of psychological manipulation and pharmaceutical conditioning.

Imperial Military Department of Advanced Weapons Research

Advanced Weapons Research was an agency responsible for special research and development of classified weapons, both before and during the Galactic Civil War. Weapons development fell under the arm of Imperial Intelligence while the Imperial Security Bureau defended the agency's secrets.

Internal Affairs

The Internal Affairs division maintained order by investigating possible instances of insubordination within the Empire, with Yularen briefly heading a division dedicated to exposing sedition within the Imperial Senate before becoming Deputy Director of the Naval Intelligence Agency. In addition, a single Internal Affairs officer was stationed aboard all Star Destroyers to investigate any signs of sedition among the crew.

Investigation

Those in Investigation used previously collected data to suppress rebel activity.

Special Operations

Blue Glass Arrow Main article: Special Operations (Imperial Security Bureau)

The Special Operations division was responsible for varying tasks within the Bureau, such as establishing Project Hidden Eye during the Galactic Civil War.

Surveillance

Operatives in the Surveillance branch were by far the most numerous, with its members focused on deciphering encrypted information and analyzing data to screen for potential threats against the New Order.

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

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If the infiltrator is subjected to an effect that allows it to make a Dex saving throw to take only half damage, the infiltrator instead takes no damage on a success, and half damage on a fail.

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The infiltrator is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers: At will: electrical burst, encrypted message, on/off 1st-level: holographic disguise, smoke cloud, tranquilizer 2nd-level: infiltrate, scorching ray

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The infiltrator halves the damage that it takes from an attack that hits it.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage.

The attack deals an extra 14 (4d6) damage when the infiltrator has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator and the infiltrator doesn't have disadvantage on the attack roll.

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\"I think the commander's a super tactical droid.\"

\"Ah, you're right. He is.\"

\"Is that bad?\"

\"It's really bad. That droid's extremely intelligent.\"

- Kanan Jarrus, Captain Rex, and Ezra Bridger

ManufacturerBaktoid Combat Automata
ClassTactical droid
Degree4th degree droid
Height
1,94 meters
GenderMasculine programming

Super tactical droids were advanced tactical droids that served as commanders of the Separatist Droid Army during the Clone Wars.

Description

Design

In response to the T-series tactical droid's inflexibility, the secessionist Confederacy of Independent Systems commissioned the battle droid manufacturer, Baktoid Combat Automata, to produce the super tactical droid for use in its military forces during the galaxy-spanning conflict known as the Clone Wars between itself and the dominant Galactic Republic.

Evolved from their predecessors, the tactical droid had a much more robotic inflection to its voice, as well as a larger, more imposing and armored body. These droids were also able to better process and adapt to sudden changes and unexpected complications and have more variables in their calculations.

Differences aside, the super tactical droid, as with their counterpart in the Separatist Droid Army, was analytical and calculating. Created to digest a situation of battle and formulate the most effective solution with a time frame for its execution, they were dreaded by Republic soldiers and seen as very dangerous to veteran officers.

Performance

Serving as masterful commanders of the Droid Army, the super tactical droid was highly intelligent and strategic, bane to both the Jedi Order and the Republic Military.

Though improved from the T-series, flaws in their programming were still prevalent. Such included the reluctance to see approaches and plans that differ from their own, as well as an overconfidence in the Separatists in their war. Yet where given the independence to act, super tactical droids could direct Confederacy military operations without superior overseers. Programmed with Separatist beliefs, they conquered through fear and the lack of courage and hope in their opponents, fighting for \"freedom from the tyranny of the Republic.\" Prioritising Confederate success, the super tactical droid would not hesitate utilising threats and torture as means of interrogation.

Although the droids were not designed for the purpose of direct involvement in combat, they were capable of self-defense, equipped with the standard Droid Army E-5 blaster rifle.

History

Clone Wars

\"Luckily, their [T-series tactical droid's] lack of adaptability led to the introduction of—you guessed it—super tactical droids. Despite their self-proclaimed superiority, these upgraded units still couldn't find a way to win the war.\"

R0-GR

In 20 BBY, Separatist leader, Count Dooku dispatched one such droid, General Kalani, to assist King Sanjay Rash's forces in dealing with the rebels of Onderon. During this time, he worked alongside the Royal Militia's commander, General Tandin as they attempted to capture the rebels in Iziz. However, Tandin and his forces then defected and assisted the rebels in freeing Ramsis Dendup during their escape to the highlands. When the rebels were able to defeat the droid gunships, Kalani was then ordered to retreat with his forces to Agamar, despite Rash's objections. Kalani then executed Rash.

Another super tactical droid, Aut-O was stationed aboard a Providence-class dreadnought. However, he was destroyed by R2-D2. Another one was given command of a commandeered Venator-class Star Destroyer with the mission to destroy the Republic strategy conference on Valor station in the Carida system. However, when the buzz droids failed in stopping D-Squad, the super tactical droid and it's crew were destroyed before they were able to complete their mission.

Another super tactical droid, Kraken, served as second-in-command to Admiral Trench. Kraken then attempted to take a captured clone trooper CT-5385 to Count Dooku. However, he was stopped by General Skywalker and two of his 501st Legion troopers. He was then destroyed by Skywalker when he refused to answer his questions. However, he was then rebuilt and commanded the Separatist forces during the invasion of Scipio alongside Dooku. Kraken continued to serve under Dooku aboard his command ship, even when his master, Lord Sidious, demanded his presence.

A super tactical droid then accompanied General Grievous to Utapau aboard a Separatist supply ship to secure the shipment of a enormous Kyber crystal. However, it was destroyed when the Jedi's top members intervened.

Age of the Empire

After the Clone Wars ended, the Galactic Republic transformed into the Galactic Empire and the Separatist Council was assassinated by Darth Vader, who then used the Council's equipment to send a shutdown signal to the droid army. However, Kalani, who was stationed on Agamar at the time with a battle droid garrison, assumed the shutdown command was nothing more than a Republic trick so he ignored it and did not relay to the droids under his command.

Years later, Captain Rex, Lasat Garazeb Orrelios, Jedi Kanan Jarrus and his Padawan Ezra Bridger arrived on Agamar, looking to find weapons and explosives for the rebellion. Kalani had his forces capture them and bring them to him so that he could play a little \"war game\" with them so that he could \"end\" the Clone Wars his way. Kalani holds Zeb hostage while Rex, Kanan and Ezra fight through his troops. After defeating waves of battle droids and making their way to the command center, Rex, Kanan and Ezra ordered Kalani to surrender. Kalani refused, but Ezra convinced him that neither the Republic nor the Separatists won the war and the Republic became the Empire. When the Empire arrived on Agamar, Kalani agreed to help the rebels escape. While the droids and Zeb attacked the stormtroopers and AT-DP's, Kalani had five droids fire at Ezra and Kanan who redirected their shots at proton bombs underneath the AT-AT's, destroying one of them in the process. The droids and the rebels made their escape in three Sheathipede-class transport shuttles, one being destroyed in the process. Kalani bid farewell to the rebels but refused to join them, believing that they had less than a 1% chance of successfully overthrowing the Empire.

Legacy

During the New Republic Era, R0-GR, a B1 battle droid who had been part of the Separatist Army and was currently serving in the Resistance, wrote a book entitled Droidography, which compiled facts about various droid models. He hoped would educate people on droids, and 2 of the droid models R0-GR covered were the T-series and super tactical droids. After listing grievances he had about the T-series, the B1 noted that the super tactical droids were introduced because of their predecessor's lack of adaptability. He mentioned that, while these upgraded commanders believed themselves to be superior, they failed to win the Clone Wars. R0-GR also wrote that he had heard that some super tactical droids did not admit defeat and ran battle scenarios for years, making him think they were \"sore losers.\"

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If the tactical droid fails a saving throw, it can choose to succeed instead.

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While within 30 feet of the tactical droid, any droid ally of the tactical droid makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

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

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When the tactical droid casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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The tactical droid is a 13th-level techcaster. Its techcasting ability is Intelligence (power save DC18, +10 to hit with tech attacks) and it has 57 tech points. The tactical droid knows the following tech powers: At-will: assess the situation, encrypted message, electroshock, poison spray, cryogenic burst, combustive shot 1st-level: homing rockets, expeditious retreat, repair droid 2nd-level: mirror image, charge power cell 3rd-level: explosion, tactical advantage 4th-level: sensor probe, synchronicity 5th-level: mass repair droid, toxic cloud 6th-level: security protocols 7th-level: tactical superiority.

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.

The tactical droid makes three biopistol attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage.

The tactical droid makes a biopistol attack.

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.

The tactical droid casts an at-will tech power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"ZDI2NWUxMDY2Mzc3","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/190_-_Super_Tactical_Droid/avatar.webp","data":{"description":{"value":"

.

The tactical droid moves up to its speed without provoking opportunity attacks.

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.

Up to five junk droids appear in unoccupied spaces within 30 feet of the tactical droid and remain until destroyed. Droids summoned in this way roll initiative and act in the next available turn. The tactical droid can have up to five droids summoned by this ability at a time.

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\"For every stormtrooper you kill here today, a Rebel life is saved tomorrow.\"

- General Carlist Rieekan

Manufacturer

Golan Arms

TypeAnti-infantry battery
Cost
  • 14.000 - 15.000 credits (new)
  • 7.000 - 9.500 credits (used)
Width2,5 meters
Height4 meters

The DF.9 was an anti-infantry battery produced by Golan Arms.

Description

Manufactured by Golan Arms, the DF.9 was a fixed emplacement anti-infantry weapon. It incorporated a single DF.9 laser cannon mounted atop a four-meter tall cylindrical housing. The tower was composed of heavily-armored durasteel, with proton-shielding that was resistant to close-quarters blaster fire but useless against the firepower of an All Terrain Armored Transport. The tower featured a front access panel for access, and an upper observation hatch.

The turreted laser cannon employed precision targeting computers, and had a one-hundred and eighty degree rotation. The optimal range for the DF.9 was three kilometers, although the laser cannon was capable of hitting targets at a distance of sixteen kilometers at the cost of decreased accuracy. The DF.9 was capable of firing a shot every three seconds, although the beam diverged and degraded over its maximum range. The impact of the energy beam scattered explosive energy and produced a secondary blast of radiation. The collateral effect produced an eight-meter radius impact point that could effectively destroy entire squads of soldiers. The weapon produced more destructive firepower than heavy repeating blasters such as the E-Web heavy repeating blaster.

The DF.9 required a crew of three to operate; a gunner who sat in the upper turret, a targeting computer technician and a technician to monitor the energy flow from the power generator, who were both housed in the armored tower. The weapon could be crewed by a single gunner, but the efficiency of the weapon was diminished. Skilled gunners could use the DF.9's accuracy to effectively disable army support systems and light vehicles, and it was devastating to foot soldiers and a threat to vehicles such as the All Terrain Scout Transport.

The DF.9 was best used in conjunction with other similar units and anti-vehicle lasers to defend military bases, spaceports and other strategic installations. It could be installed on multiple terrain types. The nature of the DF.9's fixed emplacement meant that the unit was not able to be moved easily.

The DF.9 spawned several variants, including the SP.9 Anti-Infantry Artillery Vehicle, the Twin DF.9, the Twin SP.9, and the DF.9/B.

History

The DF.9 was a popular unit in service during the Galactic Civil War, and it was found in the militaries of both the Galactic Empire, and the Alliance to Restore the Republic, where it was the standard anti-infantry battery in use by the latter. The use of the DF.9 by the Imperial Military raised Golan Arms' stature with the Empire more than any sales brochures. However, the supply contracts were slowly taken from Golan Arms and given to companies that were run by either friends or relatives of those Imperial officers in charge. Subsequently, Golan Arms approached the Alliance about supplying them with the DF.9. Initially happy with the deal, the Alliance became less than enthused when they realized that the limited fire arc of the weapon meant that several had to be purchased and deployed to defend an installation which was a problem for the cash-short Rebellion.

The units were deployed to several important Alliance bases, including Echo Base on Hoth, Tierfon Rebel Outpost, Arbra Base, and Oracle Base on Tel III. They were modified by the Alliance to be more effective and efficient against enemy combat vehicles by upgrading the laser actuator and first-stage barrel to channel more energy through the weapon to deliver a more potent laser bolt that was effective against vehicles such as the AT-ST and the Compact Assault Vehicle/Wheeled PX-10.

By the time of the New Republic, the DF.9 was twenty years old, and was still in use by the New Republic, Imperial factions, and independent entities such as planetary defense forces, militias, and mercenaries. The units were easily purchased on the black market. During the Yuuzhan Vong War, the DF.9 was forty years old, and was generally only used by pirates and outlaws.

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

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The outer layer of the turret is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the turret takes no damage from that attack. If the turret takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZjEyOTVlZWIyNDhi","flags":{},"name":"Targeting Systems","type":"feat","img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","data":{"description":{"value":"

The turret uses its Intelligence modifier for attack, damage, and initiative rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NTFhZGQzZjkyNjAx","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The turret makes two laser cannon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MDYxMzM0ZWYzMmMw","flags":{},"name":"Laser Canon","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 300/900 ft., One target. Hit : 16 (4d6+2) energy damage.

The target must be at least 60 ft away from the turret. Additionally, hit or miss, the target and each creature within 20 feet must make a Dexterity saving throw (DC 15), taking 14 (4d6) energy damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":300,"long":900,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000}]} -{"_id":"z6OPKJzEaXTIYj98","name":"Opee Sea Killer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"natural armor"},"hp":{"value":139,"min":0,"max":139,"temp":0,"tempmax":0,"formula":"9d20+45"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":60,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":139,"min":0,"max":139},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"Big gooberfish! Huge-o teeth!\"

- Jar Jar Binks

DesignationNon-sentient
Average length20 meters
Skin color

Reddish orange

Eye ColorYellow
Distinctions
  • Large
  • Carnivorous
  • Aggressive
  • Two long lure
  • Sharp teeth
Homeworld
Naboo
Diet

Carnivore

The opee sea killer, sometimes referred to as simply an opee, was a large meat-eating crustaceous sea creature of approximately twenty meters in length; a hybrid of crustacean and fish, that inhabited the watery planet core of Naboo. It was the third largest predator on Naboo, only smaller than the colo claw fish and the even larger Sando aqua monster, which both prey on it. Another predatory enemy of it is the Titavian.

Characteristics

The opee was a predator often found clung to rocky outcroppings or hidden in caverns or under ledges awaiting its prey. When forced to move, the opee was perfectly adapted to swim—in its own unusual way—sucking water into its mouth and jet propelling it from pores beneath armored plates at the rear of its body. This unique technique, coupled with three pairs of powerful legs and a pair of pectoral guidance fins, allowed the opee to accelerate quickly underwater. Once in range of prey, the opee would extend its massive adhesive tongue, successfully reeling in its prey to a vicious, gaping maw of multi-rowed teeth. The opee also used the long, antennas protruding from above its head as lures to draw prey towards its double rows of fangs. Their thick chitinous hide could deflect blasts from energy blasters.

Opees were known to be mouth breeders, with the male opee carrying fertilized eggs inside its mouth for three months—forcing the male to fast until the young were born. From birth, opees could sustain themselves instinctively (and gruesomely). It was not unknown for unhatched opee eggs to be swallowed by colo claw fish, creatures later killed in a grisly manner when the new-born young chewed their way out of the colo's stomach. This could also occur if the colo swallowed young opees alive.

History

During the time of the Invasion of Naboo, an opee sea killer stealthily pursued and then attempted to devour the tribubble bongo used by Obi-Wan Kenobi, Qui-Gon Jinn, and Jar Jar Binks (who referred to it as a \"big gooberfish\") to reach the city of Theed. Although the opee successfully caught and damaged the submersible, the creature was attacked, torn apart and eaten by an even larger underwater predator—the massive sando aqua monster, considered to be the opee's deep-sea rival.

During the events of the early Galactic Civil War roughly 30 years later, an opee sea killer attacked a Bongo vehicle that was traveling around the ocean floor, although it was devoured by a sando aqua monster before it could have a chance to eat it, which a Star Tours-owned StarSpeeder 1000 witnessed.

By unknown means, opees were introduced to Aquilaris, and could be seen swimming by the tunnels in which podraces took place.

One opee sea killer was housed inside the Royal Icqui Aquaria, a large, public aquarium that was situated on the planet Coruscant, and the sea killer was the largest living creature in the facility.

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The sea killer may move at full speed while grappling a creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MDFmMmIyNzM3MzBm","flags":{},"name":"Tongue","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/099_-_Opee_Sea_Killer/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30 ft., One target. Hit : 0 (0) damage.

The target creature is grappled (escape DC 15), and if it is a Large or smaller creature it must immediately make a DC 15 Strength saving throw, or be pulled up to 30 feet straight toward the sea killer. While a creature is grappled by the tongue, the sea killer can't use its tongue attack on another creature.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 30 (4d12+4) kinetic damage

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\"These must be the 'unique items' we were warned about. These assassin droids can be very unpredictable.\"

\"They're switched off. They don't look so tough to me.\"

\"Nothing looks tough to you. Take my word for it—they're deadly.\"

- Anakin Skywalker and Ahsoka Tano, encountering a pair of inactive IG-86s aboard the Vulture's Claw

ManufacturerHolowan Mechanicals
ClassAssassin droid
Height1,96 meters
GenderMasculine programming
Sensor colorRed
Plating color
  • Gray
  • Red

The IG-86 sentinel droid was a model of assassin droids manufactured by Holowan Mechanicals as a subsidiary of Holowan Laboratories, the same company that created the IG-88 assassin droid. It was designed to function as a bodyguard, or home security system for the wealthy, but was usually used for more sinister purposes.

Characteristics

\"O Ziro the Hutt, Master of the Hutt Clan on seven systems, I am sorry, Your Highness. It will not happen again.\"

\"I know. Take him away, and use him for spare parts!\"

- KRONOS-327 and Ziro the Hutt, after the droid's failure to complete a mission

IG-86 sentinel droids were similar in appearance to the earlier IG-series droids such as the IG lancer combat droid and later models such as the IG-88 assassin droid. Considered to be some of the deadliest droids in the galaxy, they were more intelligent and agile than standard battle droids, able to think logically and creatively. They were capable assassins working individually or in groups.

History

\"After all these years, my most trusted of assassins has finally failed.\"

- Ziro Desilijic Tiure, on KRONOS-327

IG-86 units were owned by Ziro the Hutt and were adorned with a Black Sun marking, like their master. One of these was KRONOS-327, which was used as a sentry droid by Ziro.

When Anakin Skywalker and Ahsoka Tano were searching for R2-D2 on the freighter Vulture's Claw, owned by the Trandoshan scavenger Gha Nachkt, they were attacked by a pair of IG-86 droids. Though they demonstrated their exceptional agility and firepower, they were destroyed by the two Jedi.

Later on, three of these droids were used by Cad Bane during his capture of the Senate Building. They bore similar Black Sun markings as those employed by Ziro the Hutt, suggesting that they might have been the Hutt's personal property and not Bane's. Anakin Skywalker, who was not carrying his lightsaber at the time, destroyed one of the droids by clubbing it with its own blaster rifle.

Some of these droids were known to be used by the Confederacy of Independent Systems.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YzI2MDMwOWE4ODE4","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODQyZTRhNWM5MjM5","flags":{},"name":"Sniper Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 150/600 ft., One target. Hit : 9 (1d12+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MzQ2MDk3ZGM1NWRj","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} -{"_id":"z9N69tHU7YdbYXxD","name":"**Mistryl Prime","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":105,"min":0,"max":105,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":105,"min":0,"max":105},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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During her first turn, the Mistryl has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Mistryl scores against a surprised creature is a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"M2E1Y2Q3MzNhYWJj","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of her turns, she can use a bon-us action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZWJlOGFlZTU2OGY3","flags":{},"name":"Sneak Attack (1/turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","data":{"description":{"value":"

The Mistryl deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MDJmNzk2NDJkODU3","flags":{},"name":"Tech Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","data":{"description":{"value":"

The Mistryl is a 5th level tech caster (tech save DC 13, +5 to hit with power attacks, 22 tech points).

The Mistryl knows the following powers.

At Will: encrypted message, light, poison spray

1st Level: alarm, decryption program, holographic disguise

2nd Level: concealed caltrops, infiltrate, paralyze humanoid

3rd Level: invisibility to cameras, tactical advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NTQ2ODc5YTM5MmE1","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.

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.

The Mistryl makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target must make a DC 14 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half damage and isn't poisoned.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 7 (1d4+5) energy damage

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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

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The jawa is a 4th-level forcecaster. Its forcecasting ability is Wisdom (save DC 12, +4 to hit with power attacks). The jawa has 18 force points and knows the following powers: At will: affect mind, give life, spare the dying 1st level: beast trick, heal, heroism 2nd level: restoration, stun

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 5 (2d4) kinetic damage

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.

The jawa cowers pathetically to distract nearby foes. Until the end of its next turn, its allies gain advantage on attack rolls against any target within 10 feet of the jawa.

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Medics were soldiers who were trained to provide first aid to injured comrades in battle. Some of the Grand Army of the Republic's clone troopers were clone medics, such as Kix of the 501st Legion. In a medical emergency, medics had the authority to countermand orders from a superior officer.

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Any friendly creature reduced to 0 HP within 15 feet of the field medic is automatically considered to be alive and stabilized.

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The field medic is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points.

The

junior engineer knows the following force powers:

At-will: acid splash, temporary boost, warding shot

1st-level: element of surprise, kolto pack, poison dart

2nd-level: paralyze humanoid, toxin purge, shared shielding

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YmZhNmFkYmRkNjY2","flags":{},"name":"Blaster Carbine","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"YmFjZDA0NTAzNzRh","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MjEyMjlmYjUyYjZh","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YjZlNWNjZjZmMmRh","flags":{},"name":"Sole Leader (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} -{"_id":"zmBaOLdXCr7pJF1Y","name":"Noghri Lethal Assassin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"powerLevel":0,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

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Underworld

Away from polished society lies a darker realm\nshrouded in secrets and forgotten under layers of\ngrime. The underworld of the galaxy includes all\nmanner of denizens and visitors to its seedy realm.\nThugs, gamblers, smugglers, bounty hunters,\nprofessional companions, criminals, and crooks all\nscrape by, making a living through illegal and morally\nadjacent pursuits.

Assassins

Members of the profession are referred to by many\neuphemisms and epithets: \"problem solvers\" in the\nCorporate Sector Authority, \"exterminators\" in the\nOuter Rim Territories, and \"slayers\" in the Core Worlds.\nWhatever their name, most professional assassins are\nconcerned solely with credits, though some kill for\npolitical or religious reasons, or merely for love of\nkilling. This makes assassins simultaneously the best-\npaid and most-despised members of the galaxy's\nunderworld.

\n\t\t\n\t\n\t\n\t\t
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\n\t\t\t\t\t\n\t\t\t\t\t

Though assassination is illegal on most planets, on\nsome, such as Umbara, assassinations are a relatively\nnormal part of society. 

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\n\t\t\t
\n\t\t
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If the Assassin jumps at least 10 feet in a straight line before hitting with a melee weapon attack, the Assassin can attempt to shove the target prone as part of the same attack.

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When the Assassin makes a long jump, it can leap up to 30ft. When the Assassin makes a high jump it can leap up to 9 ft in the air.

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On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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If the Assassin is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the Assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The Assassin makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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Ranged Weapon Attack +8, Range 20/60 ft., One target. Hit : 7 (1d4+5) kinetic damage

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\"And look, those animals, I can't explain it. There's something graceful about them. They just move like every particle of 'em is perfectly aligned and entirely free. They'll take you through a storm, over a river, into a building. They'll maul the kriff out of anyone that gets in your way. They're basically a stormtrooper's best friend.\" 

- Sardis Ramsin

DesignationNon-sentient
ClassificationReptile (lizard)
Average height2 meters
Skin colorGreen
Homeworld

Tatooine

Habitat

Desert

DietOminvore

Dewbacks were thick-skinned reptiles native to the desert planet of Tatooine, where they were used as beasts of burden, as well as mounts for specialized sandtroopers known as Dewback troopers.

Biology and appearance

\"Yeah, well. You don't know borcat scat from dewback dung, pal.\" - Temmin Wexley to Sinjir Rath Velus

Rugged reptillian lizards native to the deserts of Tatooine, dewbacks were able to withstand the heat of the world's binary suns, as well as the dust that caused mechanical breakdowns in high-tech conveyances. They had thick hides of scaly green skin, with long, rounded heads and short tails. They plodded through the desert sands on four clawed feet, and while capable of brief bursts of speed, typically became lethargic at night and in colder climates. Female dewbacks laid fifty to eighty-five eggs each standard year. The species was so named because of their habit of licking the morning dew from their backs with their flicking tongues. They made strange, lowing noises, similar to that of a bantha.

Dewbacks in the galaxy

\"I really don't know what the mounties are so fussy about. While we futz around like holograms on the dejarik board, these lucky moes get to roll nobly across the desert on dewbacks.\" - Sardis Ramsin, on Dewback troopers

Dewbacks were utilized on Tatooine as plodding but reliable mounts, and were ridden by citizens of Mos Eisley along with other creatures such as rontos and jerbas. They were also used as beasts of burden to haul goods for merchants or moisture farmers, and pulled podracer parts to starting grids, as during the Boonta Eve Classic podrace held at the Mos Espa Grand Arena.

Gozetta kept a dewback corpse among the big-game trophies at the Xirl hunting lodge, which was discovered by Milo and Lina Graf. During the Age of the Empire, dewbacks served stormtrooper patrols assigned to Tatooine's Imperial garrison. These Dewback troopers used jolts of electricity to control their mounts, using them to batter down property of enemies of the Empire. When prodded, a dewback would put on a short burst of speed. A contingent of sandtroopers dispatched on Tatooine to retrieve the Death Star plans stolen during the Battle of Scarif utilized native dewbacks as their mounts. Two sandtroopers rode dewbacks as part of Darth Vader's escort for his meeting with Jabba Desilijic Tiure at the Hutt's palace following the Battle of Yavin. Jabba's beastmaster, Malakili, kept a small water shiv made from dewback bone.

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The dewback has advantage on Wisdom (Perception) checks that rely on smell.

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The dewback makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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\"Why, you stuck-up, half-witted, scruffy-looking nerf-herder!\"

\"Who's scruffy-looking?\"

- Leia Organa to Han Solo

DesignationNon-sentient
Hair colorBrown
Eye ColorBlack
Distinctions
  • Strong body odor
  • Coarse, curly fur
  • Four curving horns
  • Long pink tongue
Homeworld

Alderaan

Arkanis

Jaresh

Lothal

HabitatFields
DietHerbivore (grazer)

Nerfs were a species of antlered, herbivorous mammal found all across the galaxy.

Biology

Nerfs were large quadrupeds characterized by their four, curved horns and shaggy coats of fur. The common nerf stood about 1.3 meters at the shoulder. Their mass of hair tangled easily, creating a perfect web for insects and foreign objects to cling to. Thus, they carried around a pungent odor. Nerfs often chewed their cud, creating excessive spittle that further added to their disgusting image. The spit was sticky, black in color, and near-impossible to remove from clothing. Their saliva also had acidic qualities, and could cause burns if it landed on exposed skin.

Male nerfs were generally larger and more aggressive than their female counterparts, with more pronounced horns. They were known to trample the young and batter the females. Because of this, males were kept separated from the rest of the herd.

In the wild, nerfs were common prey for predators such as manka cats and taoparis. They were often hunted by sentient beings such as the Gungans. Nerfs had unusually keen night-vision, helping them to spot nocturnal predators with ease.

Domestication

Nerfs originated on Alderaan and were raised on farms and in animal nurseries on planets such as Alderaan and Kashyyyk. Because of the nerfs' importance in the galaxy, they were exported from Alderaan and bred to exist on other worlds, specifically in the Core and Inner Rim, thus the nerfs did not go extinct when Alderaan was destroyed in 0 BBY. Nerfs were not commonly found beyond the Mid Rim, since most ranchers chose to breed and raise the less-troublesome bantha. Some planets developed efficient nerf production and monitoring programs, such as the Fennesa Nerf Herding Council.

Herders of the beasts—nerf herders—were well known for being as scruffy-looking and surly as their livestock. They would take the females and young out in the field to graze for weeks at a time, while the males ate harvested grasses back on the ranch. Although nerf herders were looked upon as lesser beings, their role in society was vital. Nerf-hide and fur was treated with chemicals and carded into sheets of wool for use in clothing, foot-wear, and furniture.

Nerf meat was among the most profitable in the galaxy, and nerf steak restaurants were commonly found in the Core Worlds. The nerf meat industry was a very important sector of the economy of planets such as Olanet. Some companies were dedicated to processing nerf meat, such as Haugg Nerf Industries, Grand Horn Ranch Corporation, and Davengatt's Double-Zed Nerf Ranch. Nerf meat was prepared and served in a variety of ways.

Subspecies

Because of the nerf's ability to easily adapt to harsh environments, several defined sub-species existed. Alderaan itself was home to two sub-species of nerf; the common plains nerf, and the leaner forest nerf. A number of nerf breeds were also found on the Tunroth Triumvirate worlds.

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If the nerf moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Ranged Weapon Attack +2, Range 15/30 ft., One target. Hit : 2 (1d4) acid damage

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\"He could tear the horns off a reek with his bare hands.\"

- Han Solo on Grakkus Jahibakti Tingi

DesignationNon-sentient
Subspecies
  • Iridonian reek
  • Ithorian reek
  • Kashyyykian reek
Average height2,24 meters
Average length4,04 meters
Average mass1.100 kilograms
Skin color

Red and grey, with a secondary color decided by diet

Distinctions
  • One center horn
  • Two side horns
Homeworld
  • Ylesia
  • Codian Moon
HabitatGrassland
Diet
  • Herbivore
  • Omnivore (trained)

The reek was a large thick-skinned, horned, rhino-esque quadruped, native to Ylesia. Subspecies could be found on Iridonia, Kashyyyk and Ithor. They could also be found in ranches on the Codian Moon, Tatooine, and Saleucami.

Biology and appearance

Reeks were even-toed ungulates, herbivores by nature, but they were often fed meat for exhibition sport and executions. This turned their leathery skin crimson and made the reeks much more aggressive. Reeks were unable to survive on only meat, so they were given just enough plant matter to keep them healthy. This method was used by the Geonosians for their Execution Arena reeks. One in particular was about to execute Jedi Anakin Skywalker, but was briefly tamed by the Jedi with the help of the Force and was shot to death by Jango Fett. Yet another reek was tamed for General Grievous to ride on after his ship was shot down and crashed on the planet Saleucami.

All reeks, including subspecies, were normally brown in color and only changed depending on their diet.

Reeks were usually found in herds and resided in the mossy grasslands of Ylesia. They were very protective of their herds, fighting violently with intruders using their horns.

Subspecies

Reek were commonly exported to other worlds, causing them to adapt and become subspecies.

Iridonian reek

Another subspecies was the Iridonian reek. Reeks attracted the attention of the Zabrak when they developed interstellar travel. They saw reeks as excellent candidates for war mounts. Soon after, they were exported to Iridonia to be bred. Instead of giving them a meat diet, the Iridonian reeks were given a natural diet consisting of plant matter to keep them fierce and strong with natural vigor, and also turned a reek's skin gray. Adapted to Iridonia, their skin could resist sharp and blunt weapon attacks during battle. The Iridonian reek's horns were much sharper and longer than other reeks and were also decorated with tattoos similar to the tattoos a Zabrak was adorned with. Iridonian reeks were encouraged to fight for mates, making them less likely to buck or bolt in battle.

As the Zabrak advanced, the use of reeks in war declined. However, riding war mounts was still taught in most Iridonian military schools.

Ithorian reek

One subspecies, the Ithorian reek, was exported to Ithor. Their yellow skin color was attributed to their diet consisting of yellow flora and bafforr trees. They were used as plow animals by the Ithorians and were larger and stronger than those found on Ylesia. Their horns were also smaller because of the lack of hostility between reeks. Males and females were separated to reduce competition and to isolate mating periods.

The Ithorian reeks were wiped out during the Yuuzhan Vong War.

Kashyyykian reek

A highly uncommon subspecies was the Kashyyykian reek, also known as a ryyk to the Wookiees. The reeks on Kashyyyk died off as a majority due to the climate change and the predators, however, a select few did survive and then learned to thrive. The adaptations required to do so made the Kashyyykian reeks a much larger size than their cousins. Their horns became narrower, but longer and stronger, and there were one or two examples of the development of poisons beginning to be secreted at the tips.

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If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) kinetic damage. If the target is a Huge or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 24 (4d8+6) kinetic damage

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The Rishi eel is a predator native to the Rishi moon. They dwell in caves of the moon's canyons and have a mouth with four mandibles. They are one of several species of eel in the galaxy. Rishi eel blood is almost impossible to remove.

Rishi is a tropical planet in the Rishi system which is located in the in the Abrion sector of the Outer Rim Territories.


During the Clone Wars, the Confederacy of Independent Systems attempted to plunder Rishi's rich exonium mines.


Because of its close proximity to Kamino, Rishi was considered a last defense of the clone-producing planet.

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The eel can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 23 (3d10+7) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the eel.

A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the eel, and it takes 17 (5d6) acid damage at the start of each of the eel's turns.

If the eel takes 25 damage or more on a single turn from a creature inside it, the eel must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Yes… of pain he has learned much. Of knowledge, of teaching, he knows nothing.\"

- Kreia

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Sion, Lord of Pain

In the wake of the power vacuum that divided the Sith on Korriban, one notable Sith that emerged from the wreckage of Revan's Empire was Darth Sion. A twisted and broken shell of a man, Sion was a patchwork of thousands of fragments of his original body, which had been destroyed again and again over the years. His cracked and decaying body was held together by sheer force of will and the dark side of the Force; he used the constant intense pain and agony of his condition to fuel his power, his hatred, and his body. Sion fled Korriban, coming to Malachor V, where he found the Trayus Academy, and his new master, Darth Traya.

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The Sith Anathema is an 14th-level forcecaster. Its forcecasting ability is Charisma (power save DC 19, +11 to hit with force attacks) and it has 61 force points.

The Sith Anathema knows the following

force powers:

At-will: affect mind, denounce, force push/pull, saber reflect,

shock

1st-level: force body, force jump, phasestrike, wound

2nd-level: darkness, drain vitality, force throw, phasewalk

3rd-level: choke, force lightning, force suppression, sever

force

4th-level: drain life, force immunity, shocking shield

5th-level: improved phasestrike, improved phasewalk,

telekinesis

6th-level: crush, rage

7th-level: ruin

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When it casts a power that allows it to force creatures in an area to make a saving throw, the anathema can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

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When the anathema is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

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The Sith Anathema regains 15 hitpoints at the start of its turn, as long as it has 1 hit point.

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Whenever it deals damage, the Sith Anathema deals an additional 6 (1d12) damage, as long as it took damage since the start of its last turn.

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As an action, the Sith can gain resistance to energy and kinetic damage for one minute, or until it is reduced to 0 hitpoints.

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In response to an attack, the Sith Anathema can surround itself in force energy. Until the start of its next turn, the Sith Anathema adds 5 to its AC.

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.

The Sith Anathema makes two Lightsaber attacks and one Necrotic Strike attack.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 21 (6d6) necrotic damage.

The target must succeed on a DC 19 Constitution saving throw or have their hit point maximum reduced by an amount equal to the damage taken. Creatures that have their hitpoint maximum reduced to 0 by this attack are slain instantly.

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.

As an action, the Anathema can choose a point within 60 feet. Each creature of its choice within 30 feet of that point must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion. For each creature that fails this saving throw, a creature friendly to the Anathema within 30 feet of the point can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

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.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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.

Sith Blade Dancer can cast an at-will force power.

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.

Sith Blade Dancer makes one Doublesaber attack.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 16","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":4,"passive":15,"prof":1,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"sur":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","token":{"flags":{},"name":"Mandalorian Commando","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"0iBgNnq747avDKJa","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":72,"max":72},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWVkMzE1YzQzODg4","flags":{},"name":"Agressive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

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

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The commando has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MGFkMWQzOTE5ZmMy","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZDE5Nzg3MjY2MDVm","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the commando has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NzFmZWM0NGM1NjUy","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

The commando deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZDUxMWQ1MDUxMzM5","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"M2ZkNmNhNDQ0MjBl","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZThmZDdlNzhhMjY2","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MjZmMjY3NDQ3OTQ1","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The commando makes two weapon attacks and fires a jetpack rocket or uses their wrist flamer, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NDY4ZTZhODU5Zjll","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"NmQyM2U0NTk5YjM1","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"NWNiZWFlMGU1MTlk","flags":{},"name":"Fragmentation Grenade (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

.

The soldier throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZTdmNTEzOTdmNjYx","flags":{},"name":"Jetpack Rocket (1/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 11 (2d6+4) kinetic damage.

Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZTAwZjNmOTExYTM2","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"Watch out kid, this thing handles like a drunken bantha.\" 

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Average height2,5 meters
Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

Banthas were a species of large, hairy mammals with sharp, spiraling horns. They inhabited the desert planet Tatooine, though they were bred on many worlds throughout the galaxy. They were social herd animals, and were often domesticated, and used prominently, by Tusken Raiders as mounts and companionship—though they never killed them for their food or hide, a use utilized by many other species for products such as Bantha steak, butter and clothes or furniture.

Biology and appearance

\"Hello, Nara, you're looking well today.\" 

- Obi-Wan Kenobi

Banthas were large, quadrupedal mammals that averaged in height 2 to 2.5 meters. An adult's average weight was 4,000 kilograms, and they had extensive shaggy fur, which was brown or black in color. Both females and males of the species had a pair of spiraling horns that extruded from their skull and grew at a knob a year. Banthas possessed a wide mouth, bright, inquisitive eyes, and a large tail which dragged on the ground as they walked. They had wide, flat feet with four digits.

Behavior

\"What's the matter, Dolo? Why so sad?\" 

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

Banthas were easily domesticated, and were bred on many worlds throughout the galaxy. They were widely used as mounts. Their milk, which was distinctively blue, was drunk plain as well as being used in yogurt, ice cream, and butter. Their meat was used for dried jerky, steak, and burgers, and their dung was used as a fuel. Bantha-blood fizz was a sparkling drink made from purified bantha blood. Bantha hide could be mashed with grains to make Ardees, also known as Jawa juice. Their hide was also tanned and turned into clothes or furniture. Young banthas were known as calves.

The Tusken Raiders of Tatooine tamed and domesticated banthas, and they shared a close, almost mystical bond. Every boy had a male bantha and every girl had a female one. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas. Tuskens never harmed or ate banthas. Tuskens could also ride their banthas into battle.

The Kadas'sa'Nikto mechanic Neeku Vozo came from a long line of bantha herders.

Banthas in the galaxy

A common sight on Tatooine, banthas could be found wild, wandering the vast expanse of the Tatooine desert, or domesticated, under the ownership of Tuskens or in cities such as Mos Espa. They shared their name with the White banthas of Nelvaan.

Banthas were the subject of several slang phrases and insults. \"Bantha fodder\" (or \"Bantha poodoo\" in Huttese) was a phrase used as the equivalent of \"worthless\"; a person or thing deemed to have no value beyond something for a bantha to graze on, because of bantha food's unpleasant smell. \"Not give two bantha ticks\" (about something) meant to not care in the slightest (about something or someone), \"Son of a bantha\" was an insult, and \"A wild bantha chase\" meant a futile errand.

In 20 BBY, an LAAT/i gunship featured customized nose art of a flying bantha dropping a pair of bombs. During the same year, the rebels of Onderon owned a hunter cart with a bantha skull.

During the Imperial Era, Jedi—in—exile Obi-Wan Kenobi befriended a herd of Banthas. Two were named two Dolo and Nara, respectively.

By 5 ABY, Malakili, a former beastmaster for Jabba the Hutt, wore a lucky braid of bantha teeth and fur. Later in the same year, former slave Cobb Vanth had enlisted the help of a group of Tusken Raiders to drive a criminal syndicate called the Red Key Raiders away from Tatooine. The Tuskens rode into battle atop banthas. One such bantha was particularly large. The animal had an eye scarred over, fur matted with filth, and wounds with open bones and rusted gears.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":6,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 10","languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/019_-_Bantha_2C_Adult/avatar.webp","token":{"flags":{},"name":"Bantha, Adult","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/019_-_Bantha_2C_Adult/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"0ppH1TIPqW68ItPS","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":126,"max":126},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MWVjZmEzYzU1MmZj","flags":{},"name":"Trampling Charge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/019_-_Bantha_2C_Adult/avatar.webp","data":{"description":{"value":"

If the bantha moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OTY3NmMwYjg4ZTk5","flags":{},"name":"Ram","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/019_-_Bantha_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 25 (4d8+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"ODgwZWNmY2M2MmE1","flags":{},"name":"Talons","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/019_-_Bantha_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One prone target. Hit : 29 (4d10+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} +{"_id":"1Rhnk6KhKxEbHUa6","name":"Black Sun Vigo","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"heavy combat suit and light shield generator"},"hp":{"value":98,"min":0,"max":98,"temp":0,"tempmax":0,"formula":"13d8+39"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":98,"min":0,"max":98},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Black Sun

Black Sun held a massive amount of reach and inuence, extending its tendrils of corruption deep in the various\ngalactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was\njust the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its\ninformation networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to\nBlack Sun rivaled those belonging to a large planetary army, including foot soldiers.\n

\n\t\t\t\t\t

Below the leader of Black Sun were nine Vigos (Old Tionese for \"nephew\"). Each Vigo ruled over his or her own\nterritory and sector. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The vigo deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Manipulator that isn't incapacitated and the Manipulator doesn't have disadvantage on the roll.

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On each of the vigo turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The vigo makes two melee weapon attacks or two ranged weapon attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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The vigo exudes pheromones that allow it to manipulate and control nearby creatures. Every creature within a 20 ft radius of the vigo must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that do not breathe are immune.

While charmed the target seeks to assist the vigo by any means within its power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage and at the end of each of its turns the target can repeat the saving throw.

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\"These weapons of war would be awe-inspiring, if they were not so terrifying.\"

- Supreme Chancellor Palpatine, after the AT-TE's official unveiling

Manufacturer
  • Kuat Drive Yards
  • Rothana Heavy Engineering
ClassCombat walker
Width5,32
Length13,2 meters
Height5,02 meters
Cargo capacity10 tons

The All Terrain Tactical Enforcer (AT-TE), sometimes called a tank by clone troopers, was an all terrain assault walker developed for the Grand Army of the Republic (GAR) during the Clone Wars. The walker was used for numerous tasks including, but not limited to, transporting platoons of clone troopers on the battlefield and attacking enemy installations. The AT-TE's rear compartment contained computer hologram communication devices and space for troopers to stand during transportation. On the back end of the machine was a large door that allowed for quick deployment of troopers in a battle. Some versions of the walker were able to scale vertical cliffs, as evidenced in the Battle of Teth. The typical arsenal of an AT-TE included a top-mounted mass-driver cannon, along with six other laser cannons placed strategically around the outside of the vehicle.

AT-TEs were first used in action during the First Battle of Geonosis in 22 BBY during the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems. Due to the vehicle's success in the battle, Rothana designed numerous other walkers for use by the GAR. The walker served in countless battles across the galaxy and eventually became part of the Imperial Army after the transformation of the Republic into the Galactic Empire. The AT-TE was a precursor to the Empire's All Terrain Armored Transport.

Characteristics

\"Trampling target.\"

- An AT-TE driver

The AT-TE was a multi-purpose assault vehicle capable of tasks ranging from the transportation of clone trooper platoons around a battlefield to full-scale attacks upon enemy installations. The vehicle performed most admirably in support roles that involved providing immediate cover fire for battalions of soldiers. AT-TEs were often deployed in large numbers to overwhelm the enemy through sheer volume of firepower.

The rear internal compartment was cramped and contained a number of computer consoles which included a holographic communication system allowing for representations of commanders to be projected inside the vehicle. On the standard model, troopers were located in the forward and rear compartments with large doors present in the back which opened, allowing soldiers to exit the vehicle. A top door allowed a soldier to observe the battlefield from the top of the walker.

An AT-TE was impervious to ion damage due to built-in electromagnetic shielding. Its average speed was 60 kph (37.2 mph). This plodding pace allowed it to penetrate energy shields, a feat that was impossible for repulsorlift craft. Effective in numerous terrains and environments, some models of the walker were even capable of scaling vertical cliffs, similar to the later UT-AT transport. During the Battle of Bothawui, it was demonstrated that the AT-TE was even useful in space combat, when a contingent of the walkers were deployed onto asteroids to ambush a Separatist fleet. AT-TEs contained enough fuel to stride at full speed for over 500 kilometers and possessed enough scrubbed air and military rations to last its crew for three weeks out in the harsh conditions of the battlefield.

Seven specially-trained crew members were needed in order for the vehicle to function properly. The pilot, who was normally the AT-TE commander, worked the six legs of the walker, while a spotter who sat above the pilot utilized several sensor stations to ascertain the locations of hostile units and primary objectives. The spotter then had to relay this information to the four gunners nestled at gun stations within the heavily-armored hull of the walker. A final crew member had to sit behind the controls of the heavy cannon atop the AT-TE, partially exposed to enemy fire. Ten clone trooper passengers could be held in each section of the walker (20 total). In addition, an IM-6 battlefield medical droid was located in the back of the AT-TE for emergency medical treatment.

The largest weapon was the enormous mass-driver cannon. This cannon could be loaded with an array of heavy energy weapons and solid shells, depending on the specifications of the mission. The payloads of the gun could range from burrowing bunker busters to heat-seeking projectiles to sonic charges. Whilst its range was considerable, it had a comparatively slow rate of fire and variable accuracy.

Six smaller laser cannons were strategically placed along the vehicle. Four were located in a square pattern around the cockpit, while two more were placed in the rear to cover the flanks and help secure drop off points for the platoons contained within the walker. These troopers were essential to the survival of the AT-TE when the walker came under fire from enemy infantry units that were too small to be accurately targeted by the main cannons.

Regardless of its heavy armor, the AT-TE was not invulnerable. Due to weak points in the underbelly of the vehicle, a single direct hit by a rocket from a Hailfire droid was capable of disabling an AT-TE, and they were also highly vulnerable to air attacks. Its high silhouette made it easier to target by enemies. One of the more obvious design flaws was that it was low to the ground, so the turret gunner's protection of the vulnerable underside was limited. The low ground clearance of this vehicle also made it susceptible to mines exploding beneath it. This flaw was eliminated in the later AT-AT walker. AT-TEs could be constructed at mech factories.

Special sockets for the AT-TE were created on-board Acclamator-class assault ships. While any Republic spacecraft could transport these walkers through space, a variant of the LAAT/i gunship, the LAAT/c, had to be used to ferry these vehicles down to battlefields.

Variant models

A variant model of AT-TE was modified to carry additional vehicles. The rear-ward section of the walker could house two AT-RT walkers in storage configuration, along with their riders. These were then lowered onto the battlefield via a lowering platform, their legs unfolding after the disembarking and the AT-RTs could be deployed into battle in seconds.

Another AT-TE variant held facilities for a small mobile command center. This variant served a similar purpose to the later tracked PX-4 Mobile Command Base, commanding and coordinating the movements of columns of other AT-TEs. Additional models were produced throughout the Clone Wars as Rothana continued modifying their design. Stock AT-TEs were even capable of being upgraded to Heavy All Terrain Tactical Enforcers.

During the time of the Galactic Empire, some AT-TEs had parts of their rear side-armor removed, enabling embarked troops to shoot at enemies on the sides. This added to the vehicle's lateral defenses, but also increased their vulnerability to grenades and other short-range weaponry. Some Imperialized walkers had most of their top armor and offensive armament removed (such as the projectile cannon) so that they could be used to transport large amounts of cargo.

History

Republic use

The AT-TE design was inspired by the arctic horny whelmer of Rothana. The AT-TE was first built as a patrol vehicle for mining companies operating on distant worlds who were in need of a vehicle that could help maintain order. When war loomed and Rothana Heavy Engineering gained military contracts, they revised the design and modified it for combat duty. The Supreme Chancellor Palpatine, when the design had been officially unveiled, admitted to the KDY executives that the walker's design invoked terror.

In the years following the walker's success at the first Battle of Geonosis and other conflicts in the Clone Wars, Rothana created the AT-HE and AT-AT walkers to supplement the earlier design. They also began tweaking the AT-TE design itself, replacing standard legs with longer ones on some of the walkers, presumably to increase their gunners' line-of-sight and to more easily avoid obstacles. Similar walker designs included the UT-AT and the AT-OT.

During the Clone Wars, the AT-TE was used heavily in many campaigns, especially in the Outer Rim Sieges. In some campaigns, they were used in conjunction with AT-OTs and AT-APs. Clone troopers and Jedi generals would often refer to the AT-TEs as \"tanks\" when discussing deployment and strategic use.

A division of AT-TEs were deployed in the Republics defense of Christophsis. After the traitorous Slick destroyed some of the walkers in the Republics staging area, the division was left 3 Walkers down for the Republic's first engagement against the Separatist forces. They managed to fight of the first wave, but many walkers were destroyed and only a couple remained for the second wave. The Republic forces eventually won the battle, and fresh AT-TEs were deployed to the planet to support the regiments protecting the planet from future assaults.

Many AT-TEs were deployed for the Liberation of Ryloth campaign. As General Windu attempted a push to the capital city of Lessu, the walkers came under fire from enemy AATs. 3 walkers were destroyed, but Windu managed to save one of the drivers. The AATs were destroyed by the newly deployed Lightning Squad. As the General pushed into the city, the walkers provided fire support from the nearby ridge over-looking the city. After the Liberation, the remaining walkers took part in a special victory parade.

A number of Heavy All Terrain Tactical Enforcers unsuccessfully defended the energy refineries on Sarapin.

Whilst attempting to rescue the Guardian of the Kyber Crystal, Bolla Ropal, from Cad Bane in the Saleucami system, Admiral Yularen informed General Skywalker they were not prepared for boarding another ship because they had no boarding craft. Skywalker soon came up with a plan to use AT-TEs as landing craft to board the Bounty Hunter's ship utilizing their Zero-G capabilities. They were dropped from the lower hanger of General Skywalker's flag ship and used their magnetic feet to clasp to the enemy ship.

AT-TEs were used heavily during the second Geonosian Campaign. After facing greater anti-aircraft fire than first anticipated, Commander Jet told Cody to \"Get the Tanks Down!\". The LAAT/c's dropped the walkers in a circle formation, with LAAT/i's filling the gaps. This defensive circle made their position easier to defend. The Walkers fought off wave after wave of AATs and Geonosians until reinforcements arrived. AT-TE 636 provided cover fire for Waxer and Boil as they rescued General Obi-Wan Kenobi from his downed Gunship. Later in the battle, the AT-TEs were used to destroy the ray shield generator protecting Poggle the Lesser's new weapons factory. After this, the walkers were confronted by the new Separatist Super tanks, and proved no match for this new threat.

During the First Battle of Felucia, two AT-TE's were used to fight alongside a Juggernaut that was the command vehicle of Jedi Commander Ahsoka Tano. The vehicles were lost to enemy fire, though General Skywalker managed to rescue his Padawan and most of her men.[28] Later, the droids mounted a second assault on Felucia. AT-TEs provide fire support from afar for the Republic forces assaulting the Droid Camp.

After the end of the Clone Wars, the newly self-declared Emperor Palpatine favored and authorized the use of newer — and more destructive — war vehicles.

Imperial use

During the Galactic Civil War, surviving AT-TEs were still used by the Empire, mainly in campaigns in the Outer Rim Territories. The walkers no longer held a primary status in military campaigns, but were sometimes used for additional fire-support alongside larger assault vehicles, including AT-AT walkers and Juggernaut tanks.

Some were deployed onto backwater worlds like Maridun and Jabiim, where they were used only for logistical purposes and not as front-line combat vehicles. Many of those walkers were adapted to fit new mission roles and planetary environments. The walkers were still used for front-line combat on more remote, less technologically advanced worlds like those in the Atoan system.

In addition to active service in the Empire, some AT-TEs also found their way into the storehouses of the Restored Empire.

Other uses

Aside from the Empire, the AT-TE had found itself in the usage of some criminal gangs. One particular instance was a Weequay gang at the Sriluur spaceport who had somehow managed to get a hold of one, and proceeded to use it to extort payments from visiting spacers. This particular model ended up significantly damaged by Han Solo and his first mate Chewbacca, who proceeded to blow off its back legs via a concussion missile. Solo later recounted this event when reviewing the field manual for the Imperial Military, the Imperial Handbook: A Commander's Guide.

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

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The AT-TE is Immune to Ion damage.

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The outer layer of the AT-TE is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the AT-TE takes no damage from that attack. If the AT-TE takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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Creatures of Medium size or smaller can stand in the AT-TE's space.

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The AT-TE can transport a maximum of 20 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-TE.

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The AT-TE's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The AT-TE makes four attacks: one with its laser cannon volley and three with its medium repeaters.

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The AT-TE chooses a point within 240 ft and lets loose a blast from its heavy laser cannon that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 16 Dexterity saving throw, taking 33 (6d10) energy damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +8, Range 120/240 ft., One target. Hit : 19 (3d10+3) energy damage

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Ranged Weapon Attack +8, Range 120/240 ft., One target. Hit : 19 (3d10+3) energy damage.

The AT-TE makes a single attack with its medium repeaters.

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The AT-TE mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers. These troops appear in any unoccupied spaces within 10 feet of the AT-TE.

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DesignationNon-sentient
Homeworld
Naboo
Habitat
Swamp

Zalaacas were swift, intelligent, and fierce omnivores native to the Gungan swamps of Naboo.

Rather little was known about their habits. They seemed to dwell primarily in woody uplands, yet were strong swimmers. Narglatch would not attack adult-sized zalaacas.

Zalaacas had excellent nocturnal eyesight. They also had grinding molars and slicing tusks to help rip apart prey. Male zalaacas were colored blue and yellow while the females were just blue. Zalaacas also had sharp claws, fetlock spikes, and a finned tail for swimming.

A Gungan rite of passage was to capture a foal with the intent of training it as a cavalry mount - extremely dangerous, and not often successful. As zalaacas were the natural enemy of the kaadu, this was a test of courage for both mount and rider.

A fully trained Zalaaca, while rare, made a vicious but loyal war mount, protecting its rider with its strength and savagely attacking the enemy. Riding a zalaaca standing up was the ultimate test of ridership.

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

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The zalaaca has advantage on Wisdom (Perception) checks that rely on sight.

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The zalaaca can make two bite attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d12+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} +{"_id":"1eAImjOze5aYFmEM","name":"**The Father, Avatar of Balance","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":24,"proficient":0,"min":3,"mod":7,"save":7,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":27,"proficient":0,"min":3,"mod":8,"save":8,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":23,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"20","min":0,"formula":"unarmored defense"},"hp":{"value":332,"min":0,"max":332,"temp":0,"tempmax":0,"formula":"24d12+140"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":8,"powerdc":16,"bar1":{"value":332,"min":0,"max":332},"bar2":{"value":20,"min":0,"max":0}},"details":{"biography":{"value":"

The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Balanced","species":"","type":"force entity","environment":"","cr":25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weapons"},"dr":{"value":["cold","lightning","necrotic"],"custom":"Kinetic, Ion, And Energy Damage From Enhanced Weapons."},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","poisoned","paralyzed"],"custom":"Exhausted"},"senses":"truesight 120 ft., passive Perception 18","languages":{"value":[],"custom":"All, Telepathy 120 Ft."}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":8,"passive":22,"prof":4,"total":12},"itm":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"nat":{"value":0,"ability":"int","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":6,"passive":20,"prof":4,"total":10},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","token":{"flags":{},"name":"The Father, Avatar of Balance","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1eAImjOze5aYFmEM","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":332,"max":332},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZGQ1NmJhODFmNjUw","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

While in his humanoid form, the Father adds his Charisma modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NjYzZjI5MDUwMjM3","flags":{},"name":"One with the Force","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Father cannot be moved against his will. He has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MmVlMWIyOWY0NDQ2","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

Innate Forcecasting The father's forcecasting ability is Wisdom, (power save DC 23, +15 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, force push/pull (cast as a 17th level forcecaster), force throw (cast as a 5th level force power)

5/Day Each: force suppression, telekinesis

3/Day Each: eruption, project, telekinetic burst

1/Day Each: earthquake, whirlwind

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"N2QxODQxYzVlNTE4","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Father has advantage on saving throws against universal force powers, If the Son and Daughter are within 60ft of him, the Father also has advantage on saving throws against Dark/Light side powers respectively.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OGNiMTM0ODkxNDhj","flags":{},"name":"Enhanced Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Father's force powers are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YThjMWJlMTQwYjc2","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

If The Father fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZjVlYmJhOGMzOWNj","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NGQyODhmYmNlNjU3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Father casts push/pull twice, or he casts push/pull once and makes a Force Grip or Force Slam attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"N2M1ODc5MmZhYzQw","flags":{},"name":"Force Grip","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

If the father has successfully affected a creature with Force push/pull or Telekinesis, he can use one of his attacks to target the affected creature again. The target must make a Strength saving throw (DC 23). On a failure, the target becomes restrained and grappled by the Father who can only have one target grappled this way. A grappled creature may use their action to attempt to escape the force grip by succeeding at a Strength saving throw (DC 23).

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YTM2MTg4Y2I4ZWFj","flags":{},"name":"Force Slam","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The Father slams a creature grappled by Force Grip. A grappled creature must make a Strength saving throw (DC 23). On a failure, the creature takes 105 (30d6) kinetic damage. On a success, the creature escapes the grapple.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"MmNjNzU3ZTNhYmI0","flags":{},"name":"Will","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The Father targets one creature he can see within 120ft. That target must succeed on a Wisdom saving throw (DC 23), unless the target is incapacitated, it can avert it's attention to automatically succeed the save. If the target does so, they can't see The father until the start of his next turn, if the target again focuses on the father in the meantime, it must immediately make the save.

If the target fails the save, it suffers from one of the effects below (Father's choice or at random).

1. Beguiling Will The target is stunned until the start of The Father's next turn.

2. Commanding Will The target is charmed until the start of their next turn. As part of this action, The Father shouts a verbal command, and if the target fails his save he uses his actions, movement, and reactions as determined by the command. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success.

3. Suppress Will (Recharge 6) The target immediately loses concentration on any force powers they had active, and suppresses any force power effects they were benefiting from. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success. While this effect remains active, the target cannot cast force powers or benefit from any force effects including racial and class features that rely on the force (such as force sight, guardian auras, and sentinel ideals). (While concentrating on ths effect, the father cannot use his Controling Will Legendary action until the start of his next turn.)

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"OWUxYmY1MmM4MTMx","flags":{},"name":"Quick Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The father can cast one of his At Will force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NWI5MTc0MzRkMWEy","flags":{},"name":"Controling Will","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The father uses his Will action, choosing from either his Beguiling Will or Commanding Will options.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"OGI2YWMwM2VmODI5","flags":{},"name":"Force Step","type":"feat","img":"systems/sw5e/packs/Icons/monsters/282_-_The_Father_2C_Avatar_of_Balance/avatar.webp","data":{"description":{"value":"

.

The father teleports up to 60 feet into an unoccupied space he can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000}]} +{"_id":"1hFSSpeDLQSKfnpn","name":"Mandalorian Captain","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"composite armor"},"hp":{"value":150,"min":0,"max":150,"temp":0,"tempmax":0,"formula":"20d8+60"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":150,"min":0,"max":150},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The captain has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NjFjZDY3MDYwYzY3","flags":{},"name":"Close Quarters Shooter","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Creatures provoke an opportunity attack when they move to within 15 feet of the captain, and it can use its blaster weapons when making opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZjFlYzY0OWI0ZDEz","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NmIxNzM4OWViZWY1","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the captain has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjAxNDNhZWIwMDhk","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZGNmZGY0YmY1YmUy","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the captain adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MmIxZTc0MzE5N2U5","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"M2U3MDBmY2I1ZWY1","flags":{},"name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YzI3YTQ4ZWU2OTZm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The captain makes three weapon attacks with its heavy pistol and can make two offhand heavy pistol attacks as a bonus action, or fires a jetpack rocket and uses their wrist missile or wrist flamer, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"YjIwNTkxOTU1MGY3","flags":{},"name":"Heavy pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"YzkwMmRhODY5OTdj","flags":{},"name":"Offhand Heavy pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"YWM4ZmUwZjcyYzRl","flags":{},"name":"Jetpack Rocket (1/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 14 (3d6+4) kinetic damage.

Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"ODZjNzg2MjQ5MDBi","flags":{},"name":"Wrist Flamer (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"NDk5OGQ0MjMyN2Zh","flags":{},"name":"Wrist Missile (3/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 120 ft., One target. Hit : 11 (2d6+4) kinetic damage.

Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":150000},{"_id":"YzM4YTA0YjIzNTM5","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"MmRhOTNlMWVlMTA5","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000},{"_id":"MzkxNjhhNGJlZmQ1","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/362_-_Mandalorian_Captain/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":180000}]} +{"_id":"1jDH0p4SOWhy2Oyx","name":"Fire Breather","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":178,"min":0,"max":178,"temp":0,"tempmax":0,"formula":"17d10+85"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":0,"units":"ft","hover":true},"prof":4,"powerdc":12,"bar1":{"value":178,"min":0,"max":178},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Fire Breather is a huge leviathan with tough hide\nand natural chemicals that are manipulated by the\nYuuzhan Vong for use as a heavy support organism.\n

\n\t\t\t\t\t

These deadly war beasts have exible proboscises\nthat spew streams of gelatinous ame, pores that\nexhale anti-laser aerosols, and hides thick enough to\nwithstand all but a blast from a turbolaser.\n

\n\t\t\t\t\t

The liquid ame is created through a unique\nchemical reaction caused by the mixture of methane,\nhydrogen sulde, and a mysterious substance deep\nwithin the guts of the Fire Breather. The beasts are\noften deployed for clearing out entrenched enemy\npositions. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The fi\u0000re breather makes two tentacle attacks and one fl\u0000ame sweep attack per round.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 18 (3d8+5) kinetic damage plus 7 (2d6) fire damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 17) and takes 9 (1d8+ 5) \u0000re damage at the start of each of its turns until the grapple ends. The Fire Breather can have up to four targets grappled at a time.

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Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 5d6 \u0000re damage on a failed save, or half as much damage on a successful one. The \u0000re ignites any \u0000flammable objects in the area that aren’t being worn or carried

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The Fire Breather exhales \u0000re in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (l6d6) \u0000re damage on a failed save, or half as much damage on a successful one.

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 4 (1d4+2) ion damage

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The jawa throws a grenade at a point it can see within 20 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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Kell dragons are quadrupedal predators sometimes utilized in disposing of captives by crimelords and Dark Jedi.

Biology and Appearance. Kell dragons are hardy creatures related to the much larger krayt dragons indigenous to Tatooine, and like their larger cousins, are most comfortable in deserts. The squat, scaly reptilians walk on four three-clawed legs. Their roughly triangular heads hold piercing yellow eyes, and jaws that are filled with sharp teeth that jut out when their mouths are closed. Three rows of spikes run down the beasts' backs to the ends of their tails.


Behavior. Kell dragons generally attempt to neutralize their targets by biting with their toothy jaws. They can jump forward in order to deliver bites to particularly elusive prey.


History. During the Galactic War, Dread Master Styrak had a pet kell dragon on the planet of Darvannis.


A number of kell dragons lived on Ruusan. While rare, they were the planet's most dangerous predator, and were found most commonly near the fabled Valley of the Jedi. There, they posed a threat to both archaeologists and those attempting to make a pilgrimage to the Valley. No one knew if they were indigenous to the world or had been introduced by the Sith.


Jabba the Hutt kept several as pets aboard the Star Jewel, and would feed prisoners to the kell dragons for entertainment. Kyle Katarn was intended to be the victim of Jabba's favorite dragon, but the mercenary was able to defeat the beast with his bare hands. Upon escaping the dragon's den and retrieving his weapons, he proceeded to exterminate Jabba's entire complement of the beasts in his search for Rebel agent Jan Ors.


The Dark Jedi Jerec had one kell dragon in captivity at his private palace at the city of Barons Hed.

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As a bonus action, the Kell Dragon can move up to its speed toward an enemy that it can see or hear. It must end this move closer to the enemy than it started.

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The Kell Dragon can breathe air and water.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Kell Dragon makes three attacks: one with its bite, and two with its claws.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 19 (3d8+6) kinetic damage.

The target must then succeed on a DC 18 Strength saving throw or be grappled. Grappled creatures take an additional 4 (1d8) kinetic damage when hit with a melee attack from the Kell Dragon. Grappled creature can escape the grapple as an action on their turn by making a DC 18 Strength check.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage

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The Kell Dragon swipes with its claws in a 10-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) kinetic damage on a failed save, or half as much damage on a successful one.

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The dark lord has advantage on saving throws against force powers.

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The dark lord is an 18th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The

dark lord knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, force body, hex

2nd-level: battle meditation, darkness, phasewalk

3rd-level: force lightning, force suppression, sever force

4th-level: dominate beast, force immunity, shocking shield

5th-level: improved battle meditation, improved phasewalk,

telekinesis

6th-level: force chain lightning, improved force immunity

7th-level: force lightning cone

8th-level: master force immunity

9th-level: force storm

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"YTkyNTNjYzhjZDhh","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","data":{"description":{"value":"

.

The sith betrayer casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NGQ4NzM3YmEwMDcw","flags":{},"name":"Saber Storm","type":"feat","img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","data":{"description":{"value":"

.

The sith betrayer makes a saber storm attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"Nzc4ODljMDdjZDNi","flags":{},"name":"Forcecasting (1 legendary action per power level)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","data":{"description":{"value":"

.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZDI3YTk1ZDRkNGFh","flags":{},"name":"Destroy the Force (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/404_-_Dark_Lord/avatar.webp","data":{"description":{"value":"

.

The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000}]} +{"_id":"2JHY8DiDgkhFTIDy","name":"Mandalorian Initiate","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"weave armor"},"hp":{"value":33,"min":0,"max":33,"temp":0,"tempmax":0,"formula":"6d8+6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":33,"min":0,"max":33},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 14","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","token":{"flags":{},"name":"Mandalorian Initiate","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"2JHY8DiDgkhFTIDy","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":33,"max":33},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjVmNGEwNWU0NWZh","flags":{},"name":"Agressive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

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

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The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The initiate deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NGQyZjU2ODcxMjhm","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YzAxOTM5ZjU4MTUx","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The initiate soldier makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YWE3ZjRhZWI5ZjQ0","flags":{},"name":"Blaster Carbine","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"OGY2NTExZGNjMGE1","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"MjIyOGUzOWFlY2Qw","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"You've fought against it, you know its weaknesses, and more importantly, you know what a killer it can be. Men, meet the newest addition to the Stormtrooper Corps.\"

- Stormtrooper commander TK-342 prior to the Battle of Ghorman

ManufacturerBaktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Width3,05 meters
Height
1,98 meters (without antenna)
Mass337 kg
GenderMasculine programming

The DSD1 dwarf spider droid, also known as the burrowing spider droid because it was first used to destroy opposition in narrow mine shafts, was a battle droid manufactured by the Commerce Guild to support the cause of the Separatists.

Characteristics

The DSD1 was similar in function to a typical combat vehicle. It was also used to punish customers who had declined to pay their taxes to the Commerce Guild.

Its main weapon was a long central blaster cannon mounted on its dome that was capable of firing either rapid anti-personnel rounds, or slower high-intensity blasts that could destroy light vehicles. The droid's small frame and four all-terrain legs made it suitable for warfare in dangerous mines, and the adjustable legs let it attain better elevation for the blaster cannon. Its legs were able to walk straight up and down walls and narrow cliffsides. However, because of the fixed laser cannon, it could not turn around to track enemies, thus making it inferior to speedy targets. Also, the length of this cannon sometimes hindered it in confined areas, a weakness that Anakin Skywalker exploited on Escarte.

The droid communicated in a beeping language similar to Binary. It seemed to have basic emotions, such as frustration, as demonstrated on Escarte and Teth. They didn't do anything they predicted would harm them.

History

During the Clone Wars, dwarf spider droids were used on the front lines, in front of platoons of battle droids and other Separatist droids. They were notably used during the Battle of Teth, using their laser cannons to hit the feet of the AT-TE walkers, causing the walkers to fall down the cliff. During the Second Battle of Felucia, there was a large group of them inside the Separatist base, presumably as a nasty surprise to the Republic troops that got in. The dwarf spider droid also worked in conjunction with the larger OG-9 homing spider droid and could operate as an armored scout exploring the battlefields. Infrared photoreceptors and powerful scanners enabled the droid to survey the terrain and relay target data back to the Homing spider droid.

When it identified a target, it sent a tracking message through a digital channel from its head-mounted aerial to the homing spider droid, which then moved toward the signal to deliver the killing blow. It also featured a self-destruct mechanism. If a clone unit moved in to destroy the droid, it would usually self-destruct, destroying any enemy/enemies around it.

Several variants of the dwarf spider droid saw action during the wars, including an amphibious model, designed for water-filled terrain such as marshes, swamps or wetlands, equipped with a larger gun, but could not float, as well as two heavily armored variants—the heavy dwarf spider droid and the advanced dwarf spider droid. Delta Squad encountered many advanced dwarf spider droids on their missions including 2 during the Battle of Geonosis, and several during the Battle of Kashyyyk, where they were used to counter the Republic's All Terrain Recon Transport units.

Though most Separatist war vehicles were deactivated after the end of the Clone Wars, the dwarf spider droids were recommissioned through Imperial command and used by the Galactic Empire to enforce the submission of former Separatist worlds, fighting against the remnants of the very government that once used them, with the Stormtrooper Corps using the droids as their mechanical attack dogs. They would remain utilized throughout the Empire's reign, and it was not uncommon to see these droids alongside stormtroopers at Imperial checkpoints.

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

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The spider droid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 9 (1d12+3) energy damage

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The spider droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 9 (1d12+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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When the spider droid is reduced to half of its hit point maximum and is within 20 feet of a hostile creature, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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Once per turn, the Killik can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 30 feet of an ally of the Killik that isn't incapacitated

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Killik makes two weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d8+4) kinetic damage

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\"Ever heard of the Trillia Massacre?\"

\"No.\"

\"Good.\"

- Finn and Rey

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Trillia

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Dwarf rathtar was a subspecies of rathtar found on Trillia. They were involved in an incident known as the Trillia Massacre.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

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The rathtar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The rathtar can have up to eight arms at a time. Each arm can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying an arm deals no damage to the rathtar, which can extrude a replacement arm on its next turn. An arm can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

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.

The rathtar makes four flailing arm attacks, uses Reel, and makes one attack with its bite.

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Melee Weapon Attack +7, Reach 15 ft., One target. Hit : 6 (1d4+4) kinetic damage.

The target is grappled (escape DC 15) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has eight arms and can have up to four creatures grappled at a time.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NmNlMDEyMWRmMTlk","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/108_-_Rathtar_2C_Dwarf/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"NDQ3NGE0YjI1MDIx","flags":{},"name":"Reel","type":"feat","img":"systems/sw5e/packs/Icons/monsters/108_-_Rathtar_2C_Dwarf/avatar.webp","data":{"description":{"value":"

.

The rathtar pulls each creature grapples by it up to 15 feet straight toward it.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor deals double damage to objects and structures.

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The rancor makes three attacks: two with its claws, and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (8) kinetic damage

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Ranged Weapon Attack +8, Range 60/240 ft., One target. Hit : 21 (3d10+5) kinetic damage.

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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

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The chieftain makes two gaffi stick attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Ranged Weapon Attack +3, Range 150/600 ft., One target. Hit : 6 (1d10+1) kinetic damage

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Each creature of the chieftain's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the chieftain's next turn. The chieftain can then make one attack as a bonus action.

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\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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The Ysalamir create a 10ft radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each Ysalamir standing inside it.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\"I still remember seeing the starship. It roared like a Gorax in the sky, trailing smoke and flame.\"

- Treek

DesignationSemi-sentient
ClassificationHumanoid
Distinctions
  • Giant size
  • Highly sensitive hearing
HomeworldEndor
HabitatMountains

Gorax were a species of seldom-seen giant humanoids native to the mountains of Endor. They sometimes attacked the villages of the Ewoks, who were among the sentient inhabitants of the moon.

Biology and appearance

The Gorax were humanoids of gigantic proportions. One particular specimen was more than five times taller than Luke Skywalker, a human who measured 1.72 meters. A Gorax's ocher skin was covered in thick, matted dark fur, except on the face, hands and feet. Its head featured two forward-facing eyes with bushy brows, a mouth full of sharp fangs, and slit nostrils. Its limbs terminated in four fingers, including an opposable thumb. All of these digits ended in sharp nails. In his hand-drawn map of Endor, however, the Ithorian artist Gammit Chond depicted a Gorax with three-fingered hands, and feet with two large toes. Their large ponted ears offered them a highly sensitive hearing.

Gorax had immense strength; they were capable of uprooting a large tree effortlessly with both hands.

Behavior and intelligence

Gorax lived in mountainous areas and rarely showed themselves. Although they mostly behaved like savage animals, they displayed a capacity to use objects as crude tools—for example, using an uprooted tree as a blunt weapon. Moreover, some wore crude pieces of clothing, like a sash made of furs and skulls, or a belted loincloth.

History

The Gorax dwelled on Endor, a forested moon of the Outer Rim Territories that orbited a planet of the same name. Occasionally, they emerged from their habitat to attack the villages of sentient Ewoks who also lived on Endor. The Ewoks of Bright Tree Village posted watchers in the forest canopy above their homes to look out for such marauding Gorax.

When Chief Buzza still led Bright Tree Village, a male Gorax lived near Mount Krana. Makrit, the village's shaman at the time, had come to worship the giant, whom he called \"Great Devourer.\" Makrit intended to sacrifice kidnapped woklings in the Gorax's honor, but ended up being eaten instead.

In 4 ABY, the Gorax traps the Bright Tree Ewoks set up as a defense were re-purposed for taking out the All Terrain Scout Transport units deployed by the Galactic Empire during the Battle of Endor. Shortly after the battle, Luke Skywalker and Leia Organa helped the Ewoks Kneesaa and Wicket stop a rampaging Gorax by resetting those traps.

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The gorax has advantage on Wisdom (Perception) checks that rely on hearing.

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Any creature other than a gorax that starts its turn within 10 feet of the gorax must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any gorax for 1 hour.

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While in sunlight, the gorax has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The gorax makes two greatclub attacks.

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Melee Weapon Attack +9, Reach 5 ft., One Medium or smaller creature. Hit : 26 (6d6+5) kinetic damage.

The target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the gorax moves.

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Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Ranged Weapon Attack +9, Range 60/240 ft., One target. Hit : 28 (4d10+6) kinetic damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

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\"Most impressive is the AT-RT, yes?\"

- Yoda

Manufacturer

Kuat Drive Yards

ClassCombat walker
Cost

40.000 credits (new)

24.000 credits (used)

Length2,9 meters
Height3,2 - 3,45 meters
Cargo capacity20 kg

The All Terrain Recon Transport (AT-RT) was a one-man bipedal walker used for reconnaissance and patrolling, first by the Grand Army of the Republic during the Clone Wars, and later on by the Galactic Empire and Alliance to Restore the Republic and was made by Kuat Drive Yards.

Characteristics

One of several precursors to the AT-ST walker, the AT-RT was 3.2 meters tall and 2.9 meters long, with a saddle-like seat for a single clone trooper driver. Its open cockpit design made the driver especially vulnerable to sniper fire, a notable flaw, but low costs and good visibility of the battlefield made up for this shortcoming. While other walkers like the AT-PT eliminated the flaw of the exposed driver position, the AT-PT was slower, and this made the AT-RT competitive with the former as it was capable of tremendous speeds and could also leap quite a distance thanks to its light construction.

The recon walker was equipped with a nose-mounted repeating blaster cannon and mortar launcher, both of which made the walker a formidable anti-infantry unit, although a group of five walkers could easily overpower a single AAT. The AT-RT was fitted with a motion detection scanner and sensor equipment capable of providing Forward Command Centers with updated situation reports from the battlefield.

AT-RTs could be deployed to the battle field in various ways. They were usually deployed from landed Acclamator-class assault ship, but this wasn't always practical for size reasons. When this occured, they could be deployed by LAAT/is, 1 per gunship stored on the speeder bike ramp, 2 could be carried if the crew bay was empty.

The walkers could also be deployed from modified AT-TEs with special cargo lifts in their back section. They could transport 2 Walkers and their riders. ARF Troopers were known to pilot these walkers.

History

Due to its light construction, AT-RT walkers were especially vulnerable to heavy weapons. This led many commanders to use them in fast scout packs, such as Lightning Squadron, a team that consisted of ten ARF troopers specially trained to operate AT-RTs. They were also used in the role of civilian (police or militia) support. Commonly, these walkers operated as picket and pathfinder units.

AT-RT walkers were used on several worlds during the Clone Wars. In the Battle of Christophsis, three AT-RTs made a gallant charge into the advancing enemy lines, 2 were destroyed, and it is unknown if the last walker and it's rider returned. Prior to the battle, they were stored in the Republics forwards command center, but many were destroyed when the traitorous clone trooper Slick sabotaged the base.

In the Battle of Ryloth, AT-TEs got trapped on ridge by AATs firing at their position. Mace Windu ordered the deployment of Lighting Squad. The squad and their walkers were deployed from specially adapted AT-TE with lifts in their rear section. Led by General Windu, the squad advanced on the enemy tanks, the walkers were too fast for the tanks and outflanked them easily, which allowed Lightning to attack the tanks from behind targeting their weak spots.

Shortly after the skirmish, Windu took two Advanced Recon Force troopers, Razor and Stak, to Cazne to find the freedom fighters of Ryloth, after encountering a droid patrol they met up with Cham Syndulla, the leader of the resistance. After the leader of the resistance agreed with Senator Orn Free Taa to ally themselves with the Republic forces, the Syndulla and Windu came up with a plan to take the occupied city of Lessu. Mace Windu stowed away inside an MTT headed for the City, as they were crossing the bridge, however, they were detected by the Droids. The Jedi made a break for the end of the bridge while AT-RTs and AT-TEs along with the Ryloth Resistance provided cover fire from the ridge over-looking the bridge. After fighting off the droids, the force made its way across the bridge, the AT-RTs took out the Tank guard then made their way into the city.

In the Battle of Kiros, AT-RTs were deployed by the 501st. These were later used by Anakin Skywalker and Ahsoka Tano to find the bombs hidden around the city. After defeating the droids guarding each bomb, they managed to disarm them.

Many AT-RTs of the 501st were deployed on Umbara when trying to capture the capital city. When beginning their assault on the surface, the walkers were launched from the back of LAAT/is. The walkers were ideal for the rough, uneven terrain of the planet, and because of their size could move through the thick forested areas with relative ease. However, they were no match for the hi-tech armaments of the Umbaran separatists, and were easy pickings for the likes of the Umbaran hover tank.

As with the Umbaran Campaign, great numbers of these walkers were deployed for Battle of Kashyyyk, and were later used in an attempt to track down Jedi Master Yoda following the execution of Order 66. They also saw action on Outer Rim planets such as the conflicts on Utapau and Mygeeto.

Units of this type were also used during the Battle of Rishi.

These light-weight walkers would also be utilized in the attack on the Jedi Temple. Over a year later, during an attempt by ex-Jedi Fy-Tor-Ana and Ferus Olin to retrieve a cache of lightsabers from the occupied Temple, AT-RTs would back up teams of stormtroopers that were hunting them. However, it appeared that the AT-RT was phased out in favor of the AT-ST. Nonetheless, it was considered preferable to the 74-Z speeder bikes, especially by various notable scouting units. According to the Imperial-turned-Rebel General Crix Madine, the AT-RT was commonly used in police units, and was easy to steal them on most Rim worlds.

Elite Imperial units like Lightning Squadron continued to utilize their AT-RTs during the Galactic Civil War. Modified AT-RTs were also utilized by the Rebel Alliance and fringe groups. Many of these walkers were painted with camouflage to better blend in with their surroundings. A floodlight often replaced the repeating blaster cannon, providing additional aid for the walker on night-time missions, but making the vehicle more vulnerable in the process.

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

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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The construct makes two attacks with its repeating blaster cannon or uses its mortar launcher.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 10 (2d6+3) energy damage

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The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a DC 13 Dexterity saving throw. A target takes 14 (4d6) damage on a failed save, or half as much on a successful one.

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Mucous salamanders were amphibians native to the bogs of Yavin 4. They possessed the distinct ability to diffuse their molecular structures underwater, which allowed them to swim faster and pass through hunters' nets. When a mucous salamander entered dry areas, it could change its molecular structure into hardened scales for protection from predators, particularly the angler. Another name for the mucous salamander was the pinkish salamander

Within his first month at Luke Skywalker's Jedi Praxeum, Jacen Solo captured a number of the creatures.

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When the salamander enters or exits water, it changes the form of its molecular structure to mimic its surroundings. Other than its AC, its statistics are the same in each form. Any object it is wearing or carrying isn't transformed.

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The salamander can breathe air and water.

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The salamander can move through other creatures and objects no more than 10 feet in diameter as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

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The salamander can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Any creature that grapples the salamander takes 3 (1d6) kinetic damage at the end of its turn.

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While underwater, the salamander has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The Hunter has advantage on saving throws against being frightened.

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When the Hunter attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NmE3MzUzYjM1YmJi","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The hunter deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZjlkNmM0NDRhN2Uw","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Moderately Armored. While wearing medium armor, the hunter adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MDBlYWU3MDBmMmMz","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the Hunter has a flying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NWRkMDU1ODUxMGRh","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The Hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZWNhNWVkM2Q3MTZj","flags":{},"name":"Ranger's Quarry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The Hunter chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes. once per round it deals 4 (1d8) additional damage to its quarry, of the same type as the weapon used. Additionally the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YzkzYWY5NjJmOGRl","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

If The Mandalorian fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MjVjZDJmMmZiMjgx","flags":{},"name":"Sharpshooter","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The Hunter's ranged attacks ignore half cover and three-quarters cover and attacking at long range no longer imposes disadvantage on its ranged weapon attack rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"MmVmNGI0MDJhYjVi","flags":{},"name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"Y2JmODA5YTI3NWUw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Hunter makes three weapon attacks and uses its whistling birds, wrist flamer, wire restraint, or throws a detonator.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZTM2ODdjZjY5YzE5","flags":{},"name":"Sniper Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 150/600 ft., One target. Hit : 19 (2d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"ZjljYjFlYWYyMjVl","flags":{},"name":"Heavy Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 15 (2d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"YzE3ZjI4OWExNWUw","flags":{},"name":"Vibrodagger","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 11 (2d4+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":150000},{"_id":"NDMyYjBhNTg2NTlj","flags":{},"name":"Thermal detonator (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 14 (3d6+4) kinetic damage.

The Hunter throws a grenade, at a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"OGQzNjFlZTdhNzlm","flags":{},"name":"Whistling Birds (4/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The hunter shoots 3 explosives from its wrist launcher. Each explosive hits a creature that it can see within range. Each explosive deals 3 (1d4+1) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000},{"_id":"NmIwM2U0ZTUzMjk2","flags":{},"name":"Wire Restraint","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

On a hit the target is grappled. On the targets turn, it can use a its action to make a DC 15 Strength check to break the wire.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":180000},{"_id":"YzViYzEwZmEzYjU2","flags":{},"name":"Wrist Flamer (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":190000},{"_id":"ZWQ1NWIyNjg3NDdh","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":200000},{"_id":"ZDUyMmE5NWRlMjU0","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":210000},{"_id":"OWQ0ZDgxOTk1ZDI1","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/365_-_Mandalorian_Hunter/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":220000}]} +{"_id":"4SGXcgcVzIXtQreV","name":"B'omarr Monk Initiate","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"combat suit"},"hp":{"value":9,"min":0,"max":9,"temp":0,"tempmax":0,"formula":"2d8"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":9,"min":0,"max":9},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"You have progressed rapidly on your spiritual path, Brother Fortuna. Your quest is at an end. Prepare yourself for enlightenment.\"

- B'omarr Monk, to Bib Fortuna

Headquarters
  • Jabba's Palace
  • Teth Monastery
  • Denuta Temple
Locations/temples
  • Tatooine
  • Teth
  • Danuta
Date foundedCirca 700 BBY

The B'omarr Order, which consisted of the B'omarr Monks, was a mysterious religious order that moved to the planet Tatooine around 700 BBY. The B'omarr believed that cutting themselves off from all physical sensation would further their studies, and allow them to ponder the galaxy and achieve enlightenment. When a monk became enlightened, his brain was removed through a special procedure, and was placed in a nutrient-filled jar. The brains were held in very high regard by the lower, embodied monks, who saw to their every need, though the brains rarely did anything other than think and wonder. When they did need to travel around their monastery on Tatooine, the brains were transferred into specially modified BT-16 perimeter droids.

The order was established sometime prior to 700 BBY, though they transported their followers to Tatooine soon thereafter. They constructed a giant monastery, where they lived for centuries, though they were rarely the only inhabitants; over the years, many bandits and criminals occupied the palace, including Alkhara and Jabba Desilijic Tiure. After Jabba's death in 4 ABY, the monks took their palace back by force, recruiting new members without their consent. They then locked up Jabba's Palace and continued to practice their beliefs for many years.

Practices and beliefs

\"I'm not sure anyone pretends to understand the B'omarr Order. From what I've heard, when they reach their greatest state of enlightenment, each monk undergoes some kind of surgery that removes his brain and places it in a life-support jar. It keeps them from being distracted by physical diversions, leaving them to ponder the great mysteries.\"

- Luke Skywalker, on the B'omarr Order

The B'omarr centered their religion on isolating themselves from all feeling and emotion, so they could focus and enhance the power of their minds. They embarked on mental journeys that were impossible to comprehend while one was focused on the physical world. The B'omarr cared little for personal comforts and wore the simplest of garments. As a monk came closer and closer to enlightenment, he began to shed the use of speech, preferring to communicate either with solitary words or images, which the monks alone could fully understand. Other B'omarr were able to telepathically communicate, speaking directly into the subject's mind. Eventually, a monk would require none of his senses, at which point he was said to have achieved enlightenment. The monks were also adept healers, and offered aid to any who stumbled upon any of their outposts on Tatooine.

There were several stages that marked the spiritual growth of a B'omarr monk; after each stage, a monk was given a test to check his knowledge of the subject. There were many different types of tests: some were designed to gauge a monk's understanding of logic, others to test one's knowledge of sacred B'omarr texts, and others still determined a monk's ability to cut himself off from the physical world, by putting him through painful tasks and observing how much pain he felt. Eventually, after many years of study and practicing distancing himself from the physical world, as well as successfully completing each stage's test, a monk would become enlightened; he had pure mental power, and was at peace with the cosmos. As enlightened monks no longer required their bodies, lesser monks would help them shed their body through surgical means. After their enlightened brain was carefully removed, the monks were transferred into a nutrient-filled jar, freed from the distractions of life. The process of removing a monk's brain was very delicate, and the surgeons had to be extremely well-trained and careful when performing the transplant. They made use of reliable anesthesia to ensure the process was painless, and through experience, as well as various forms of apparatuses developed over the centuries, the monks were able to keep the brain functioning and alive long enough to transfer it into a nutrient jar. One small mistake and the brain was lost; they were usually discarded along with the lifeless body, before being eventually disposed of.

Occasionally, however, a monk's brain would be removed before he had truly achieved enlightenment. Assuming the operation went well, the monk would survive, though there were several side effects. The separation of the body and the brain could often induce psychosis, and the brain would then mentally scream, usually for days on end, without pausing for breath. Monks going through this transition were generally kept separate from the other disembodied monks, whom they usually disturbed. Eventually, in most cases, the brain would cease to scream, and could be returned to where the rest of the brains were located. Although incredibly rare, a brain could be transplanted back into a body, be it the monk's original body or that of someone or something else. However, the B'omarr had little technology to aid this procedure, so it was considerably more dangerous than the original process. For this reason, as well as the fact that the majority of monks were at peace when separated from their bodies, this was not widely practiced by the B'omarr.

After a successful operation, brains were transferred to the Great Room of the Enlightened, where they sat on shelves, meditating and pondering the infinite for centuries. The names of the enlightened ones were documented in the B'omarr Registry, a thick manuscript which included some of their greatest philosophical ideas, ponderings, and musings. With their every need catered to by the embodied monks, the enlightened brains rarely had use for moving around the monastery, though they did have means to do so when necessary: BT-16 perimeter droids. These droids were reported to have been designed by the B'omarr themselves, though similar models were in existence almost four thousand years earlier. The BT-16 droids possessed only the simplest of processors and technology; their main function was to react to the enlightened monks' telepathic messages. The droids would travel to the Great Room of the Enlightened at a monk's request and transfer a monk's brain-jar into a brain support unit, which was at the center the droid's legs. The brain support unit allowed the monks to survive without being connected to the special equipment in the deepest parts of the citadel, though they were initially difficult to use, and most monks preferred to stay in their jars. Towards the time of the Galactic Civil War, embodied monks began to experiment with the walkers, resulting in several of the newer models bearing five or six legs. The spiders would rarely leave the monastery, though some were known to roam the deserts surrounding the citadel, attacking anyone they came into contact with.

The B'omarr acolytes rarely congregated or spoke to each other, though they occasionally gathered in tea rooms, where they consumed their only form of nourishment whatsoever—potent teas made from strong herbs. These meetings rarely lasted long, the monks busy attempting to further their studies and understanding of the mind. Although part of the teaching of the B'omarr stated that possessions and comforts were unnecessary distractions, many monks veered from the order's way, accepting bribes to spy on the palace's criminal occupants. During Jabba Desilijic Tiure's time in their place of worship, many B'omarr acted as spies, while some were even on the payroll of his greatest rival, Lady Valarian.

History

\"Centuries before a few hardy colonists arrived to scrape out a living in the desert, the mysterious religious order of the B'omarr monks moved their followers to Tatooine. Out in the harsh wastelands, the monks sought a place of suitable isolation among the crags; there, over the generations, the monks carved for themselves a labyrinthine palace of grim solitude.\"

- Mammon Hoole documents the B'omarr's arrival on Tatooine

The details surrounding the founding of the B'omarr were largely unknown, though their practices did change throughout the centuries. The order originally consisted only of Humans, though in time it encompassed a great many species. They had sought a world where they would be met with little distraction from any settlers, eventually choosing the monastery that one day became Jabba's Palace, in the desert world of Tatooine, in the Outer Rim Territories. At some point, they also lived in a monastery on the Wild Space world of Teth and had established a Temple on the Mid Rim world of Danuta. Tatooine was inhabited by no one but primitive salvagers, and was forgotten by the records of the Galactic Republic. The leaders of the order relocated their followers to Tatooine, arriving in about half a dozen cargo ships, which were the basis for the colossal structure they built in the planet's Dune Sea. Their structure slowly adapted to the planet's climate; the monks built a roof after they encountered their first Tatooine windstorm, while the building was enclosed after their first encounter with the Tusken Raiders. Many rumors surrounded the citadel; it was even said that the monks received help from the Tusken Raiders when building it, though these were simply unproved legends.

The B'omarr kept to themselves for the next few centuries, though civilization began to grow on Tatooine, with several small towns being established. Eventually, the palace became a haven for a small number of bandits and criminals, who used it as both a hideout and a shelter in the middle of the barren desert. The monks were happy to accommodate the bandits, though they ensured that the deepest parts of the citadel were reserved for housing the brains of the enlightened monks. Around one hundred and fifty years after they moved to Tatooine, the period of B'omarr isolation ended. A well-known pirate named Alkhara, who had incurred the wrath of both the local Tusken population and the Human authorities, sought refuge in the B'omarr's palace. Alkhara and his followers were welcomed with open arms by the monks, and quickly made the building their base of operations.

Eventually, the Hutt crime lord Jabba Desilijic Tiure came into possession of the B'omarr's temple, bringing with him a motley crew of gamblers, bounty hunters, and other criminally active individuals. The B'omarr were not fazed at this development, and continued to live out their lives as before. The presence of Jabba and his henchmen, however, would make the B'omarr far more involved with the other occupants of their monastery. While many feared the eerie spider droids and gave them a wide berth, some of Jabba's men took an interest in the B'omarr, learning and taking advice from both the embodied and the disembodied monks who frequented the palace.

Although many sought to learn more from the B'omarr, others saw the potential for exploitation, and hired many of the B'omarr as spies. Jabba's period on Tatooine saw many monks abandon their principles and engage in unsavory activities. Some worked for Jabba himself, such as the corrupt monk named Grimpen, who transferred wanted criminals' brains into other bodies, usually unsuspecting monks or any of Jabba's captives. Jabba also forced the monks to remove the brains of those who had failed him; they wandered the corridors of the palace aimlessly for years after. The majority of monks who found themselves working with the palace's criminally minded occupants acted as spies or informants; Jabba's main rival, the Whiphid Lady Valarian, had at least one B'omarr spy stationed in the palace. The monk was later killed by another spy of Valarian's, J'Quille, after a misunderstanding. Although the corpse was discovered by one of Jabba's Gamorrean guards, J'Quille managed to persuade him that the monk had in fact entered a trance. Others acted as informants for Ephant Mon and Bib Fortuna, two of the most prominent members in the Hutt's court.

Much of the information on the B'omarr available to the galaxy at large was compiled by Shi'ido Senior Anthropologist Mammon Hoole during Jabba's stay in the B'omarr's domain. On his first visit to the palace, Hoole mingled and interacted with the monks, learning of their beliefs and customs. Hoole, however, left the monks when they offered to guide him to enlightenment. On his second visit studying the monks, Hoole brought his two surrogate children, Tash and Zak Arranda. Jabba wanted Hoole to translate an ancient book he had taken from the B'omarr monks, though the visit to the palace proved far more eventful. Tash Arranda's brain was swapped with a criminal's by a corrupt monk, though it was eventually restored to her body and Hoole managed to escape with the children.

Occasionally, Jabba interacted with the monks, allowing them access to prisoners they dubbed \"interesting.\" One such event occurred when Han Solo was imprisoned following his release from carbonite, and he consented to tell his story to a young monk.

In 4 ABY, Jabba Desilijic Tiure was killed by Princess Leia Organa aboard his sail barge above the Great Pit of Carkoon, with most of his henchmen dying in the destruction of the Khetanna. Many of Jabba's former allies scrambled to pick up the pieces of the Hutt's criminal empire and claim it for themselves; the B'omarr took this opportunity to emerge from the shadows of their monastery, recruiting many new members by force, and killing those that resisted. Among the new \"initiates\" was Bib Fortuna, Jabba's former majordomo. The B'omarr remained in the palace, and although several attempts to make use of the vast building were made, the monks remained mostly in solace for many years.

For over twenty years after Jabba's demise, various thieves—among them agents of Lady Valarian, Jabba's old rival—arrived at the B'omarr monastery, hoping to plunder whatever wealth remained from Jabba's reign. The B'omarr were far too numerous for any petty criminals to fight off, so their ranks swelled considerably when thief after thief was enlightened, their brains placed in jars. In order to encourage more robbers to arrive, thus giving them further subjects to induct into their order, the monks allowed several to leave the Palace unharmed, taking with them hoards of Jabba's valuables. These stories attracted many more visitors; the B'omarr let none of them escape.

Locations

The Tatooine Monastery

\"They still roam the corridors of Jabba's Palace, from what I hear.\"

- Mayor Mikdanyell Guh'rantt, to a spacer

The palace which was later known as Jabba's Palace was built by the B'omarr approximately seven hundred years before the Battle of Yavin. Located in the Dune Sea, the palace was originally a simple construction made out of the chassis of several freighters, though after attacks by the vicious natives, the monks decided to build a more secure place for their studies. They built a huge round palace, which stood for several centuries, with many types of criminals and bandits occupying it, though the B'omarr always remained, lurking in the deepest and darkest portions of the citadel. Whenever a new band of mercenaries took over the building, they added to the complex building, constructing an observation tower, sewer systems, and even a series of subterranean tunnels. Eventually, the palace came into the possession of Jabba the Hutt, who had his main architect tweak it to suit his needs.

Jabba had his architect, Derren Flet, make many adjustments, though he was ultimately unhappy with the lack of prison space, and had Flet killed. The Hutt gangster had a vast hangar and garage—used to house his many pleasure yachts and sail barges—built beside the original palace, as well as stables used to keep his many vicious pets, which included the fearsome rancor. Jabba also installed a vigilant security system, and could locate any potential visitors from up to ten kilometers away. The hub of the palace during Jabba's time was his massive throne room, which housed his accountants, assassins, bounty hunters, and various other unsavory individuals.

After Jabba's death, the palace was turned into the Tatooine Retirement Home for Aged Aliens, though a shortage of government funds allowed the B'omarr to remain alone in the palace once again. Jabba's father Zorba became the owner.

The Teth Monastery

At some point, the Order constructed and lived in a monastery on the jungle world of Teth, on the top of a large mesa. It shared many design features with the Tatooine monastery and like that, had a throne room. It also had a room that housed a jungle rancor.

By the time of the Clone Wars, the monastery had long been abandoned. During the conflict, the captured Huttlet Rotta was taken to the monastery by the Confederacy of Independent Systems. The Galactic Republic sent a group of clone troopers, as well as the Jedi Knight Anakin Skywalker and his Padawan Ahsoka Tano, to free the baby Hutt, which instigated the Battle of Teth in and around the monastery.

The Danuta Temple

At some point, the Order also established a temple in the city of Trid on Danuta, which was primarily populated by Hutts during the days of the Old Republic, but later went under control of the Galactic Empire. Like thousands of other religions within the Empire, the monks were tolerated by the Imperials as long as they remained apolitical. In addition to embodied and disembodied monks who lived within the Temple, some supporters of their religion lived within the city of Trid and only visited the Temple during the regular ceremonies and prayers. One such visitor was Meck Odom, an Imperial officer whose position in the Imperial Military forced him to keep his religious beliefs a secret.

Other locations

The B'omarr had several other places of worship on Tatooine, though none were as famous or well used as Jabba's Palace. The B'omarr outpost was situated very near to Jabba's Palace, and was the home of the Most Perfect Order of K'vin. Another location was the Citadel of B'omarr; similar in design to the B'omarr Monastery, the citadel was the home of both embodied and enlightened monks. The citadel was also an outpost for those needing medical attention, who would always be treated by the embodied B'omarr healers. The healers made no distinction between patients who had been injured in the line of illegal activities and those who were not, offering their help and expertise to all who sought it. Although the connection between it and the order is unknown, the B'omarr Flats were a large expanse of land, located near the Great Mesra Plateau. The Great Pit of Carkoon was located in the flats.

Notable members

Evilo Nailati was a B'omarr monk who had had his brain removed some time before or during the reign of the Galactic Empire. He was extremely different to most other members of the B'omarr, in that he did not seek abstract concepts such as \"truth\" and \"enlightenment,\" but rather, he longed to amass as much knowledge as possible. Knowing his efforts would not last long in his original body, he joined the monks, eventually being deemed \"enlightened\" by the senior monks. After then, he took a frog-dog named Buboicullaar as an underling of sorts, teaching him of the galaxy. Bubo's species were thought brutish and unintelligent, though in truth they were capable of extraordinary intellect, though they kept it a secret. For years before he wound up on Tatooine, Bubo was a spy and an assassin, and was eventually part of a plot on Jabba's life. He took an interest in the B'omarr, and after the Hutt's death, willingly allowed them to transfer his brain into a jar.

Sai'da was a keen B'omarr historian, with a particular interest for information from the outside world. This isolated him from the other monks, who felt that his time would be better spent contemplating the infinite. Nevertheless, he continued studying as a historian, and became very knowledgeable in the Galactic Civil War. When one of the most prominent players in that war, Han Solo, found himself jailed in Jabba's dungeon, Sai'da could not resist the temptation to speak with him. Sai'da acquired entry into Solo's cell; in return for the Rebel's life story, Sai'da would have to ensure that his companion, Leia Organa, was safe. He agreed, and left their meeting thinking of concepts like companionship, bravery, and humor, to which he had offered little thought previously.

A disembodied brain calling himself K'vin was the leader of the Most Perfect Order of K'vin, which he claimed the B'omarr Order was a splinter sect of; in truth, he had left the order to start his own. K'vin lived on Tatooine at the B'omarr outpost, and like the B'omarr, his order had their brains removed so they could ponder the infinite for ever more. K'vin, however, sought more; when a bounty hunter entered his temple searching for Han Solo, the brain pleaded with the bounty hunter to shoot his vat, which would free him and expand his knowledge of the universe. Despite the efforts of the other monks, the bounty hunter did; K'vin's brain died soon thereafter.

Hedon Istee left the order after being branded a \"sensualist,\" taking with him a sacred scroll belonging to the B'omarr. The monks were unhappy, and sent one of the less law-abiding occupants of Jabba's Palace after Istee, to take back the scroll. Fearing for his safety, Istee hired a spacer to defeat the Gamorrean sent after him. The spacer succeeded, and was paid 3,000 credits for his efforts. The B'omarr, however, resorted to more extreme measures, and had a bounty hunter attempt to track down Istee, though, like before, the spacer managed to defeat him. Eventually, Istee buckled under the pressure, though, and had the spacer return the scroll to the B'omarr citadel.

Meck Odom was already interested in the B'omarr Order during his time as a Cadet in the Academy of Carida, though his position in the Galactic Empire forced him to keep his beliefs a secret. After his graduation, he was assigned to the Trid research facility on Danuta and began secretly visiting the B'omarr Temple located there, participating in their ceremonies. Shortly before the Battle of Yavin, his best friend and former roommate Kyle Katarn was sent by the Alliance to Restore the Republic on a mission to steal the partial set of Death Star plans from the research facility. Using his knowledge on Odom's beliefs, he was able to contact him through the help of the B'omarr Monks and convinced him to help him steal the plans of the battlestation.

Bib Fortuna was always interested by the B'omarr, and used them as informants during his time in Jabba's Palace. He was not ready to have his brain removed after his master's death, however, though the B'omarr monks did so regardless; Fortuna's brain screamed for days, though eventually he adjusted. Fortuna longed to escape, as did his friend and fellow B'omarr, Nat Secura. Nat had been sentenced to death by Jabba the Hutt; desperate to save his friend, Bib had the B'omarr remove Nat's brain. Eventually, Fortuna had his own brain transplanted into the body of Firith Olan, and escaped the monastery.

Jabba's Quarren accountant Tessek had no interest in joining the B'omarr, though he was forced to when they recaptured their palace. Tessek was transferred to a brain walker, though he found that he had far more freedom in his new life. J'Quille was another of Jabba's henchmen that joined the order, though he did so by his own choice. A former lover of Lady Valarian, J'Quille had been sent to Jabba's Palace to assassinate the Hutt, though he soon found himself without the means to do so. After Jabba's death, Valarian was furious at J'Quille, and promised him she would put a bounty on his head if he ever left Tatooine. Confined to a life of misery under Tatooine's hot suns, J'Quille opted to join the B'omarr, knowing he would not survive long if he attempted to flee Tatooine.

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Ranged Weapon Attack +2, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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DesignationNon-sentient
ClassificationAmphibian
Average height1,5 meters
Skin colorBrown
Eye colorYellow
Distinctions
  • Toothy mouth
  • Long tongue
  • Dexterous forelimbs
  • Heat-sensitive palps
  • Two cranial antennae
Homeworld
Tatooine
HabitatDesert
DietCarnivore

Worrts were a non-sentient species that hailed from the desert of the planet Tatooine. These squat, large-mouthed creatures caught prey by sitting stationary in the sand and then using their long tongues to wrap around passing rodents or insects.

Biology and appearance

Worrts were squat and spiky creatures whose appearance bore similarities to that of chubas. They had brown, warty skin and measured 1.50 meters in height. They were quadrupeds with dexterous forelimbs. A worrt's head featured a pair of sensitive cranial palps, two bulbous eyes that could be yellow in hue, two nostrils, and a large mouth. That mouth contained a long tongue, and strong teeth laced with a venom potent enough to kill a bantha. The eyelids of the worrts could keep sand out of their eyes, and their saliva was also capable of jamming a blaster. Worrts lay large amounts of soft eggs, which were harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior and intelligence

Worrts were predatory creatures who lived on desert planets. Worrts fed mostly on insects and rodents. When hungry, a worrt would settle into the sand, becoming indistinguishable from a rocky outcropping, and wait for a prey to pass by it. When its victim came close enough, the predator threw its tongue out of its mouth and wrapped it around the prey. The worrt's tongue then snapped back, throwing the food down its throat.

History

The chuba-like worrts lived in the desertic wastes of Tatooine, a suns-scorched planet located in the Outer Rim Territories. The most notable worrt in the galaxy may have been the one lived on the road to Jabba the Hutt's Palace in the Dune Sea of Tatooine around the time of the Battle of Endor. Three years later, Han Solo and Lando Calrissian encountered a worrt named Korrg kept by the pilot Taka Jamoreesa. Around thirty years after the Battle of Endor, a Nu-Cosian traveling merchant and storyteller named Bobbajo kept a worrt named J'Rrosch as a pet.

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The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a success.

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.

The worrt targets one Small or smaller creature that it can see within 15 feet of it. The target must make a DC 12 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the worrt, and the worrt can make a bite attack against it as a bonus action.

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Lawful Light","species":"","type":"(humanoid) or Large (beast) force entity","environment":"","cr":22,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":["cold","lightning","fire"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weaponry"},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","charmed","stunned","poisoned","paralyzed"],"custom":"Exhausted"},"senses":"truesight 120 ft., passive Perception 19","languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":24,"prof":7,"total":14},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","token":{"flags":{},"name":"The Daughter, Avatar of Knowledge","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"4euhIUGY4TgFskvA","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":220,"max":220},"bar2":{"value":21,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"YmY4YzlhNmFmNjJk","flags":{},"name":"Beast Form","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

The Daughter can transition between humanoid and beast forms using a legendary action. While in beast form, the Daughter uses her Wisdom modifier for attack and damage rolls when making a claw attack, and adds her Charisma modifier to her AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MzI5YjJmMjZmYjgy","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

While in her humanoid form, the Daughter adds her Wisdom modifier to her AC.

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The Daughter's forcecasting Ability is Wisdom, (power save DC 21, +13 to hit with force attacks). She can innately cast the following force powers:

At Will: sense force, sense emotion, calm emotions, heal (cast

as a 3rd level power), sanctuary

3/Day Each: improved heal, stun, restoration (the power can

affect any condition except incapacitated), wall of light (deals

4d10 damage on contact instead)

1/Day Each: stasis, revitalize

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjcwYTk3NmZlNDEx","flags":{},"name":"Light Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

The Daughter has advantage against the saving throws against Light force powers

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When the Daughter would cast a power with a casting time of one action, she can cast the power as a bonus action instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NWVhOWQyMmMyZjIw","flags":{},"name":"Enhanced Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

The Daughter's force powers are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MGZmOGQyMzcxOTRk","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

If The Daughter fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MDJjZTU2ODZjYTA5","flags":{},"name":"Mastery Auras","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

As an action or a bonus action on her turn, or by using the Shifting Aura legendary action, the Daughter activates an Aura of her choice below, and can use a bonus action on subsequent turns to maintain the aura. She can maintain concentration on a single aura and a single force power at the same time, but must succeed on a Constitution saving throw (DC 10) with disadvantage, or lose concentration on the force power.

1. Aura of Purification Purifying energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) can’t become diseased, have resistance to all damage, and have immunity to all conditions.

2. Aura of Empowerment Invigorating energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) deal an extra die of damage with weapon attacks and force powers, and all of their attacks are considered enhanced.

3. Aura of Resilience Hope and vitality radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) have advantage on Wisdom saving throws and death saving throws, and regain the maximum number of hit points possible from any healing. Additionally, attacks that target these creatures do so with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZmVlNGJlMGY5Y2Fh","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NzczY2RkOTA3NGY2","flags":{},"name":"Multiattack (humanoid form)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

.

The Daughter makes two Light Wreath attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZjM2YmIyZjI5YjMx","flags":{},"name":"Multiattack (beast form)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/284_-_The_Daughter_2C_Avatar_of_Knowledge/avatar.webp","data":{"description":{"value":"

.

The Son makes two claw attacks.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 21 (4d6+7) kinetic damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 14 (4d6) energy damage

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.

The Daughter can cast one of her at-will force powers.

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.

The Daughter can activate one of her Mastery Auras or change which aura is active.

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.

The Daughter makes a claw attack.

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.

The Daughter moves up to his speed without provoking opportunty attacks.

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.

The Daughter transitions from a beast form to a humanoid form or vice versa.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando has advantage on Constitution saving throws made to maintain concentration on a power. Additionally, when the commando uses its action to cast a tech power, it can make one weapon attack as a bonus action.

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The commando is a 9th-level techcaster. Its techcasting modifier is Intelligence (power save DC 17, +9 to hit with tech attacks, 7 tech points).

It knows the

following tech powers:

At-will: combustive shot, encrypted message, ion blast

1st-level: analyze, element of surprise, energy shield

2nd-level: hold droid

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When the commando or any of its allies within 15 feet are the target of a tech power or are within the range of a tech power's area of effect, the commando can use its reaction to force the caster to make a DC 17 Intelligence saving throw. On a failure, the power's effects are negated and the caster takes 1d6 lightning damage per the level of the power it was casting. Additionally, the caster's tech focus is overloaded and cannot be used to cast tech powers for 1 minute. At the end of each of the caster's turns, it can repeat the saving throw, ending this effect on its focus on a success.

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.

The commando makes three weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MDFkNWE5NTk0OTU0","flags":{},"name":"IWS Blaster Mode","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"M2E4ZDQxYjhhMDBm","flags":{},"name":"IWS Sniper Mode","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"OTQyOTg2ODQwNjIw","flags":{},"name":"IWS Antiarmor Mode (6/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/288_-_Slicer_Commando/avatar.webp","data":{"description":{"value":"

.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

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The Leviathans are an ancient species of bioengineered serpentine creatures created by fallen Dark Jedi during the Hundred-Year Darkness. Some sources speculate that they may have been created by Karness Muur; however, Sorzus Syn took credit for their creation in her chronicle.


Biology and Appearance. Leviathans are large, carnivorous reptiles, created to roam the battlefields as living superweapons and draw the life energies of enemy soldiers into blister traps that dot their wide backs. They are hatched from eggs, and young Leviathans appear serpentine with no limbs, eyes, or even the species' signature blister traps. Despite this, Leviathans are aggressive towards other living organisms even at this stage of their lives. As adults, Leviathans develop into large bipedal creatures with four smaller forelimbs and two tentacles around the jaws. The hide of an adult Leviathan is incredibly tough, and enables them to even travel through lava unscathed.


During their adult stage, Leviathans also develop several blister traps used to store the life energies of their prey. When they kill a being, they absorb all of the victim's life force and knowledge. Even if a being is freed from the creature's blister traps, the victim is rapidly aged and weakened. Adult Leviathan can also interfere with the Sense abilities of Force-sensitives, causing the victim to hear screams, develop headaches and trigger obsessive behavior centered around making the pain stop. Adult Leviathans have long tentacles surrounding a gaping maw filled with rows of long teeth, two sets of eyes—one atop the other—and four nostrils in a similar arrangement. Leviathans are capable of projecting fire, which help engender their fearsome reputation. While those Leviathans on Corbos had purple skin, their offshoots on Kesh had a bluish-green hue to their skin.


Leviathans as a species are capable of hibernating for millennia but can be awakened when prey was around. Leviathans can be slain through sustained lightsaber strikes. While their large size gives them an advantage over most other lifeforms in close-quarter scenarios, Leviathans can also be destroyed by concentrated fire from turbolaser cannons and even Force lightning. As with many other sentient and non-sentient lifeforms, Leviathans can also be electrocuted.


Behavior. Despite its massive girth, the Leviathan has incredible speed and is capable of outrunning its prey. The beast actively hunts its prey, and when it traps them within its tendrils, the blister traps resonate with a bright blue aura as it begins to drain the life energy and knowledge of its prey. The Leviathan hunts a diverse range of species including Humans, Rodians, Keshiri, S'kytri and even non-sapient creatures like uvaks. After digesting the life essences of their prey, the Leviathans also absorb their knowledge and intelligence, which can be accessed by whoever controlls them. Should the beast be directly attacked by other beings, the Leviathan relies on its mass, teeth, and tendrils for self-defense.


Despite their size and strength, the Leviathans only have the cognitive intelligence and reasoning of a non-sentient pet. They regard all other beings and animals as prey to be devoured and lacks any form of intelligent speech. Instead, the Leviathans communicate through grunts and roars. The Dark Jedi Baron Remulus Dreypa used a Sith amulet to direct and control the Leviathans on Kesh. Even those not controlled by a master still pose a danger to other beings. Several Leviathans on Corbos were known to hibernate for millennia and then emerge whenever they sensed the presence of a large number of prey.


History. This species was created during the Hundred-Year Darkness and therefore predated the Lords of the Sith and must have been created by dark-side alchemy discovered independently from Sith Alchemy. For this reason, they can be more accurately referred to as \"dark-side spawn.\" However, the term Sithspawn has become a popular phrase during much of history. The Dark Jedi and future Sith priestess Sorzus Syn stated that her work creating Howler, Shambler, Pit Horror creatures eventual culminated in the creation of Leviathans. Her experiments with Leviathans would later help her master and improve Sith Alchemy. One specimen, called Krespuckle the Ever-Hungry, became her personal favorite.


Leviathans were primarily created by the Exiles to reinforce the Dark Jedi armies towards the end of the war. Following the Battle of Corbos in 6900 BBY, Leviathans virtually disappeared from the galaxy. A small remnant population managed to survive undetected on Corbos. Growing increasingly feral, these survivors only emerged whenever colonists attempted to establish themselves on the planet. In the succeeding millennia, numerous groups of colonists would be wiped out, their disappearances considered a mystery. Meanwhile, these Dark Jedi were exiled by the Jedi Order into the Stygian Caldera where they forged the Sith Empire. The Sith priestess Sorzus Syn also established a laboratory where she grew several Leviathan larvae.

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The leviathan's melee weapon attacks are considered enhanced.

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If the leviathan fails a saving throw, it can choose to succeed instead.

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The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

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The leviathan deals double damage to objects and structures.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The leviathan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +18, Reach 10 ft., One target. Hit : 17 (2d6+10) kinetic damage

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Melee Weapon Attack +18, Reach 10 ft., One target. Hit : 23 (3d8+10) kinetic damage.

If the target is a Large or smaller creature grappled by the leviathan, that creature is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns. If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

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Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 20 (3d6+10) kinetic damage.

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The leviathan has two tentacles, each of which can grapple one target.

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.

Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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The leviathan exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

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.

The leviathan makes a tentacle attack.

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Each creature currently restrained by the leviathan takes 21 (6d6) necrotic damage, and the leviathan regains hit points equal to the total damage dealt to all targets. If this damage reduces a creature to 0 hit points, the leviathan kills the target by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces. This attack does not affect droids.

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Jakrabs were a species of long-eared swift bounding mammal lagomorphs native to Tatooine and Neimoidia.

These herbivores would get food and water from plants and shrubs relying on a small nipping beak and a wide, 180-degree vision range for protection from predators like anooba. They had long ears which they used for hearing, heat dissipation, and communication. These ears relayed the creatures' attitude. When alarmed, they would put both ears up; when curious, they would put one ear up and leave the other down; when all was well, they would simply leave both ears down.

Their one-day-old kits had a reputation for eagerness.

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The jakrab has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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Riots were a form of civil disorder characterized by mass vandalism, violence, or other crime. They generally occurred as a culmination of some sort of popular grievance or dissent, usually dealing with poor living conditions, oppression, taxation, conflicts between species, races or religions, et cetera.

Such law enforcement organizations as the Coruscant Security Force, Coruscant Guard, Scout Soldiers, or the Corporate Sector Authority's Security Police were used to suppress rioters. They used a variety of non-lethal weapons and equipment, including the energy baton, the R-88 Suppressor riot rifle, the Taser stave, the Strikebreaker Riot Control Vehicle, and rolo-droids.

Historical riots

Old Republic era

Rise of the Empire era

Rebellion era

New Republic era

Legacy era

The internment of Corellians on Coruscant spurned a number of riots during the Second Galactic Civil War.

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The swarm has advantage on Strength and Constitution checks and saving throws.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

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The swarm makes three improvised weapons attacks.

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 10 (3d6) Kinetic damage plus 10 (3d6) fire damage

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Melee Weapon Attack +9, Reach 0 ft., One target. Hit : 9 (2d6+2) Kinetic damage plus 7 (2d6) fire damage

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\"The AAT serves as the Trade Federation's front line assault vehicle. Designed to wipe out enemy troops, the AAT boasts a powerful laser cannon capable of punching through enemy ranks. A fearsome sight on any battlefield, the AAT is one of the Trade Federation's most formidable weapons.\"

- Captain Panaka

ManufacturerBaktoid Armor Workshop
ClassRepulsorlift tank vehicle
Length9,75 meters
Cost75.000 credits

The Armored Assault Tank (AAT-1 or AAT) was a medium-sized repulsor tank used mainly by the Trade Federation and the Confederacy of Independent Systems prior to the rise of the Galactic Empire. The tank had heavy frontal armor that gave it the capability to plow through walls, and it was heavily armed with a payload of 57 shells. The tank required a crew of four battle droids to be fully operated and was able to carry six additional battle droids onto the battlefield. The tank's reactor and power and communications gear were kept in the rear for protection.

The vehicle was designed by the Baktoid Armor factories, with its most important parts placed in the back. Piloted by OOM pilot battle droids, AATs comprised a significant portion of the Trade Federation's ground forces. They were used to fight armies of pirates in the Outer Rim Territories before they were finally deployed in the Federation's Invasion of Naboo in 32 BBY. Ten years later they would be used heavily during the galactic Clone Wars between the Galactic Republic and the Confederacy of Independent Systems. Though AATs did see a little action after the Republic transformed into the Galactic Empire in 19 BBY, these instances were very rare.

Description

The Armored Assault Tank was a formidable vehicle; it was augmented with heavy inches-thick frontal armor that allowed it to plow through walls, and had heavy weaponry. It carried a payload of 57 shells, but once exhausted, the AAT had to return to its carrier to have its shovel-shaped lower hull completely replaced, fully replenishing its supply.

The AAT's launch tubes could be equipped with a variety of ammunition. The three standard-issue ammunition types were \"bunker-busters\", high explosive shells used for destroying enemy structures such as outposts; armor-piercing shells, used for penetrating heavy armor on tanks; and high-energy shells for anti-personnel and anti-vehicle use. As they were fired, these shells were surrounded by high-energy plasma, which improved their penetration and reduced friction, thus increasing speed.

Its crew consisted of four battle droids (one commander, one pilot, and two gunners), and could also carry six B1 battle droids on the hand grips on the outside of the tank. The commander typically sat inside the turret of the primary blaster cannon, while the gunners and pilot were positioned in the main hull of the tank. The gunners operated both secondary blasters, and the commander controlled the main turret. The droid's programming allowed for only simple tactics, but the tank was effective nonetheless.

The reactor, along with key power and communications gear, was kept in the rear for protection, as with many other Baktoid vehicles. The AAT used heavy-duty repulsors to keep it off the ground and propel it forward. While this method was relatively quick, it was sluggish compared to the Gian and Flash speeders of the Naboo, and the later GAT. Like other repulsorlift vehicles, the Armored Assault Tank was unable to penetrate deflector shields.

Enemy forces could destroy an Armored Assault Tank by dropping EMP or explosive grenades into both the main turret and the pilot hatch. Additionally, the tanks were vulnerable to portable missile launchers, other vehicles, or Jedi with lightsabers.

History

Pre-Clone Wars

Prior to its most notable use in the Invasion of Naboo, the AAT-1 was deployed by the Trade Federation to several Outer Rim worlds, engaging them in battles against each other, to prove that they had both battle-scars and battle-readiness. When the Invasion of Naboo had started, the AATs had already engaged in fierce combat against armies of pirates, proving that the tank was ready for war. Trade Federation strategy dictated that two AATs escort an MTT.

Clone Wars

Shortly before the outbreak of the Clone Wars, the Trade Federation joined the Confederacy of Independent Systems, and hence AATs were assimilated into the rapidly growing Confederate armies. During the assimilation process, they were all repainted with the CIS standard blue and gray paint scheme and fitted with heavier double laser cannons on the flanking turrets. They would see action during the first battle of the war, and would be used extensively during the Dark Reaper Crisis, as well as the Battle of Muunilinst.

On the planet Christophsis, AATs were used under the command of General Whorm Loathsom and many of the tanks were destroyed during the battle by the Republic's AV-7 Cannon.

The Heavy Artillery Gun, also used during the war, had a design similar to that of the AAT.

During the war, they showed vulnerability to PLX-1 portable missile launcher fire, with a single missile from this capable of destroying it if aimed at the correct location. Advanced Recon Commandos also displayed capability of jumping inside the tank and blasting it apart from the inside. Also, they seemed inferior to the Republic TX-130 Saber-class fighter tank.

During the Second Battle of Geonosis, many AATs were deployed for use by the Geonosian Rebels against the Republic Forces. Later, after his defeat, Archduke Poggle the Lesser used a damaged AAT to transport supplies to the Progate Temple.

The AAT-1 also saw action during the Battle of Coruscant alongside Octuptarra combat tri-droids, and on a multitude of other worlds, including Muunilinst, Felucia, Aargonar, Maridun, and Murkhana.

Aftermath

However, following the Imperialization of the Trade Federation by the Galactic Empire, stormtroopers would sometimes utilize AATs during a few battles in the Galactic Civil War (possibly including the Battle of Tatooine).

One AAT was refurbished and made serviceable during the Galactic Civil War by a former Imperial slave Wookiee named Quagga. It then saw service during Jabba Desilijic Tiure's gladiatorial game.

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

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By a Pilot & Gunner roll a separate initiative for both.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YzMxOGIxNTE0NzQ2","flags":{},"name":"Piloted","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. Pilot Controls movement, Ram action, & Rocket launchers

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MmNmYjI2OTVkMzYz","flags":{},"name":"Gunner","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

The construct requires an active gunner to operate the vehicles weaponry. Gunner controls Plasma Cannon & Medium Repeating Blasters.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OTM1NGYyZTBkYjRl","flags":{},"name":"Freedom of Movement","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

The AAT ignores difficult terrain and can pass through occupied hostile spaces.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZmVkMGU1ODk0ZGEw","flags":{},"name":"Vulnerable Interior","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

The AAT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The pilot of the AAT can use the Ram action and make 1 attack utilizing the Rocket Launcher.

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Any creature within the AAT's movement path must make a DC 17 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

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.

Ranged weapon (range 100/400 ft.). Launches a barrage of rockets at a target. The target and any creature within 10 feet must succeed on a Dexterity saving throw or take 6d6 kinetic damage on a failed save and half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"Yzc2YzlkOWM2MjM2","flags":{},"name":"Gunner","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

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The Gunner can make two attacks using the medium repeating blasters.

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Ranged Weapon Attack +10, Range 120/240 ft., One target. Hit : 28 (4d10+6) energy damage

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The AAT launches a plasma shell 150/300 ft range target must be at least 15 ft away from the AAT. Blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one (Recharge 5-6).

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\"No job is over this little guy's head.\"

- R2-series advertising slogan

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
1 meter
Cost5.000 credits

The R2-series astromech droid was a model of astromech droid produced by Industrial Automaton, boasting a level of success that was never equaled in Industrial Automaton's long history. A combination of excellent design, high-quality marketing, and good timing made this astromech droid one of the most sought after droids in history, and one of the few vintage astromech series still in active production decades after it was first designed, including the prototype R2-0. The line was so successful, even being given a positive review by Mechtech Illustrated for its versatility, that the Galactic Empire would later take credit for the design. The average cost for an R2 unit was about 4245 Republic Credits.

Functions

Like its forerunners, the R2 astromech was designed to work in and around space vessels as a diagnostic and repair unit. But unlike the clunky R1-series, this rounded, waist-high droid was made specifically to fit in military starfighter astromech slots. This was a radical departure, as previously all such droids had been dedicated government models. The droid was equally popular with Galactic Republic fighter jocks as it was with the general public.

When plugged into a T-65 X-wing starfighter, Eta-2 Actis-class interceptor, or similar starfighter, the R2 monitored flight performance, pinpointed and corrected technical problems, and performed power management, optimizing shipboard systems. Its ROM library had reference and repair designs for well over seven hundred starship models to ensure it was able to do its functions in repairwork, with its Intellex IV internal computer scans technical files also co pinpointing potential problems as well as finding data patterns or debug computer codes, allowing it to conduct over 10,000 MPF operations a second. The unit could store up to ten sets of hyperspace vector coordinates in the RAM of its astrogation buffer (thus allowing for even ships with limited navicomputers to make hyperspace jumps and also acting as a backup in the event of navicomputer malfunctions), and many had the intelligence and experience to perform engine startup and pre-flight taxiing. The R2 operated flawlessly in the vacuum of interstellar space. R2 units were equipped with a holographic recording mode.

Components

The center of the droids' success could be attributed to its Intellex IV computer, which featured at least 700 different spacecraft configurations and could do over 10000 MPF operations every second. Likewise, its built-in telecom software also allowed it to communicate with computers under the jurisdiction of both the Imperial Navy Transmission and the Corporate Sector Standard communications systems, as well as being given custom communications software. Its sensor package was equally impressive, with a full-spectrum transceiver and electromagnetic, heat, motion, and life form indicators. The droid also had a fully maneuverable video sensor, deployed from its domed head, allowing it to inspect enclosed spaces or peer over obstacles. The line also possessed a retractable jack that allowed the unit to plug directly into Imperial-standard computer ports, thus allowing it a direct hard-wired connection to most computers. It also had a flexible video sensor unit that allowed the R2 unit to examine hard-to-see workspaces via a 360-degree rotational joint, with a maximum reach of .85 meters. Aside from its video sensors, the R2-line also had a wide sensor array for almost any purpose, including a full spectrum transceiver, electrophoto receptors, DERs and heat and motion detectors, all of which are routed to the R2's Intellex IV internal computer that supported sophisticated analysis programs including life-form identification subroutines.

The droid's outer shell concealed an array of tools beneath its streamlined durasteel exterior. Each R2 came equipped from the factory with two manipulator arms (a heavy duty grasper with 25 kilo lifting capacity and 10 kilo grasping measure as well as a fine manipulator with 2 kilo lifting capacity with three 360-degree rotational joints for complete maneuverability and micro-adjustment controls that allowed for better than one micrometer placement accuracy; both manipulators have a .85 meter reach and are fully retractable within the body when not in use[1]), an electric arc welder, circular saw, computer scomp link arm, VicksVisc holographic recorder/projector unit, internal cargo compartment, and a general-use fire extinguisher, all of which came at no extra cost if purchased with the R2 unit. IA, taking a page from Corellian ship-builders, made the droids easy to upgrade and modify. The company offered a variety of after-market packages, but industrious owners also managed to equip R2s with such eclectic items and accessories as underwater propellers, laser pointers, jet thrusters, remote sensor limpets, and inflatable life rafts. This adaptability made the R2 units particularly popular among tech-heads, who often would have running competitions over who could outfit the most eclectic droid.

IA spent a great deal of time in the design of the R2's personality matrix. The droid was obliging, quick witted, and sincere. If the droid was not subjected to periodic memory wipes, it could develop a headstrong, self-reliant disposition. Many owners, however, actually preferred a droid willing to offer candid second opinions. Starfighter pilots tended to develop a strong bond with their astromech droids, often flying all their missions with one particular droid, and strongly objected to the memory wipes their counterparts were given on a regular basis in some units.

At least by the time of the Galactic Civil War, R2 purchases came with a three-year warranty, a user-support hotline, IA quality, various affordable prices, and dealer financing.

R2-D2

\"An extremely well-put-together little droid, Your Highness. Without a doubt, it saved the ship, as well as our lives.\"

- Captain Quarsh Panaka to Queen Amidala

The most notable R2-series astromech droid was R2-D2. He participated in numerous battles during both the Clone Wars and the Galactic Civil War. It was R2 who helped deliver the Death Star plans to the Rebellion, allowing their victory at the Battle of Yavin, and a message from Princess Leia to Obi-Wan Kenobi, which caused Luke Skywalker to leave Tatooine and go on to become a Jedi Knight.

Ever since the droid came to the public's attention shortly after the destruction of the first Death Star, despite having played a major part in many previous events, sales showed their highest increase since the launch of the series. IA resisted the urge to feature R2-D2's heroics in its HoloNet advertisements released after the fall of the Galactic Empire for fear of alienating New Republic leaders.

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

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The astromech droid leaps up to 40 feet in any direction.

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The astromech is a 3rd level tech caster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers. At Will: light, mending, minor hologram, on/off 1st Level: decryption program, oil slick, repair droid, smoke cloud, target lock 2nd Level: lock, release.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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Kaadu were large, flightless reptavians that inhabited the swamps of the planets Naboo and Obredaan as well as the moon of Rori. Gungans frequently used them as mounts.

DesignationNon-sentient
ClassificationReptavian
Average height2,24 meters
Average wingspan1 meter
Skin color
  • Yellow
  • Orange
Eye ColorBlack
Distinctions

Billed faces

Homeworld
Naboo
Diet

Omnivorous

Characteristics

The kaadu was a two-legged reptavian at home both on land and in the water: they were excellent runners and strong swimmers, as their lung capacity allowed them to remain underwater for up to two hours. They were very fast, reaching a top speed of 80 kilometers per hour and easily outrunning most other creatures. Kaadu came in shades of yellow and bright oranges. The area around their eyes was a periwinkle color.

Kaadu had sharp hearing and a keen sense of smell. They lacked upper incisors, and as such were unable to chew their food. Their diet consisted primarily of snails, tlickweed, and aquatic plants.

They could be found in huge herds, with the total record documented as 3.4 million animals. They often had close familial ties. Kaadu females laid their eggs on land, often in fields. Because predators such as the peko-peko ate kaadu eggs, the average clutch of eggs was large, usually 100–250, thus ensuring at least some of the younglings survived.

Kaadu were known to be fearless, and many were domesticated by Gungan warriors as steeds during times of conflict, or as patrol animals to police the Gungan cities. Kaadu were highly loyal to their owners; it was said that a Gungan and his kaadu made an inseparable team. Warriors often decorated their steeds with huge titavian feathers. Officers of the Gungan Grand Army rode into battle against the Trade Federation upon their kaadu mounts.

They were also encountered by the Jedi Qui-Gon Jinn and Obi-Wan Kenobi during their task of finding two missing Jedi Master's in the swamps of Obredaan.

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The kaadu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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\"Hey—your spy droids discovered this freighter. You gonna doubt your own tech the way you're doubting me and mine?\"

- Cad Bane, to Darth Maul

CreatorSith
ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
0,3 meters
Sensor colorBlack
Plating colorBlack

The DRK-1 Dark Eye probe droid, also known as the Sith probe droid, Sith seeker, DRK-1 Tracker Droid or Repair droid, was a model of probe droid used by the Sith and later the Galactic Empire.

Characteristics

The DRK-1 probe was a spherical probe droid capable of floating above the ground. Equipped with a single eye, these droids had a black carapace and were fitted with an antenna rising from their globe-like body. Darth Maul's DRK-1 probe droids spoke the language Sisrai.

History

\"Show me.\"

- Darth Maul commanding one of his DRK-1 Dark Eye probe droids

The Sith Lord Darth Maul made use of several DRK-1 probes, keeping at least three of the spy droids aboard his personal starship, the Scimitar. He utilized these droids to track down a freighter belonging to the Haddrex Gang on Nar Shaddaa, which led Maul and his bounty hunter compatriots to the hideout of Xev Xrexus in the Drazkel system. There, Maul followed one of the droids to the location where Jedi Padawan Eldra Kaitis was imprisoned.

In 32 BBY, Maul launched three probe droids while seeking out Queen Padmé Amidala on Tatooine, and successfully located her Jedi protector, Qui-Gon Jinn. Maul recalled his probes and set out on his speeder, the Bloodfin, to engage Jinn in a lightsaber duel. However one of these droids, after rescuing a labor droid and being saved from a sandcrawler by the same droid, decided to remain on Tatoonie with its new friend.

During the Galactic Civil War, these droids were used as repair units by the Imperial Army to make field repairs to vehicles. They were unarmed however, leaving them defenseless against enemies.

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

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

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The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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\"That's not a star cruiser. That's a horse. Horses don't fly.\"

- Cindel Towani

Horses were large, solid-hoofed domesticated mammals with a flowing tail and mane. In some parts of the galaxy, they were used as draft animals, as beasts of burden, or for riding. While \"horse\" was the vernacular name for the species used in Galactic Basic Standard, the technical term used by scientists was equus.


DesignationNon-sentient
Skin color

Varied

Distinctions
  • 4 limbs
  • hooves
  • flowing mane
Homeworld
  • Dathomir
  • Endor

Biology and appearance

The species equus, commonly referred to as \"horse\" in Galactic Basic Standard and \"pulga\" in Ewokese, was a non-sentient type of quadrupedal mammal that lived on many planets of the galaxy and was divided into many breeds of different sizes and morphologies. Large black breeds lived on Dathomir, while smaller breeds called \"ponies\"—known as \"gaupas\" in Ewokese—dwelled in the forests of Endor. The size of an Endorian pony was comparable to that of a young Coruscanti armored rat.

Horses were ungulates, using the hooved tip of their toes to move around. Their long, flexible legs allowed them to run really fast, but they were incapable of flying. Their bodies were covered in hair, and a mane of even longer, thicker hair grew about their necks and heads. A horse's head featured a long muzzle consisting of the lips and nose. The eyes of a horse were on the sides of its skull, and its ears protruded from the top of the head. They came in two sexes, with the males being called \"stallions.\"

Many other species that resembled horses were often referred to as \"equine\" or \"equinoid,\" whether related to horses or not. Such beings included the sentient Nazzar, Svivreni, and Thakwaash. Some believed the Half-Bothans were temperamental or volatile because of their \"equine blood.\"

Behavior and intelligence

Horses could be domesticated so that people could ride them, or to carry and pull loads. For that reason, itinerant portrait photographers were known to bring ponies with them. The taming of a wild horse, however, was reputed to be a difficult and perilous task. The ponies raised by the Ewoks were reputed to be swift, brave and tough.

History

When Cindel Towani was befriended by Wicket after her family crashed on Endor, he showed her an Ewok-made pulga statue, which she identified as a horse, as he misunderstood her request for a star cruiser for a pulga due to sharing the same word. Apparently, at least one world visited by the Towani family in the Galactic Empire had horses.

The Ewoks mainly used small gaupas to ride, but also used large pulgas for heavier loads. In the quest to rescue the Towani parents, most of the Ewoks involved rode gaupas, while Cindel and Wicket traveled in a children-carrying basket aboard a full-sized pulga.

The Force-sensitive witches of Dathomir possessed beautiful black horses, which they sometimes rode instead of Dathomiri rancors. Some of the witches, notably Charal, possessed rings of mysterious origin with strange Force \"magic\" properties that allowed the witches to change the physical shapes of both themselves and their steeds.

Charal apparently brought her Dathomiri steed with her to the forest moon. To lure Cindel into a trap, she changed her own shape into a beautiful lady, and her horse into a white steed. Apparently, white horses were considered symbolic of purity and nobility in the Galactic Empire.

The Sanyassan Marauders under King Terak also used large horses as mounts. It is possible they brought these steeds with them to the forest moon, as Charal brought her own horse. The Marauders crashed on Endor almost 100 years before the Battle of Yavin, and the horses and ponies used by the Ewoks may well have been descended from Marauder-introduced stock.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks) and it has 18 force points.

The

padawan knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence

1st-level: cloud mind, heal, project, valor

2nd-level: calm emotions, force barrier

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

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\"Maalraas aren't known for their hide, just their mange.\"

- Torian Cadera

DesignationNon-sentient
Average length2 meters
Skin color
  • Red
  • White
Distinctions
  • Powerful, fanged jaws
  • Force-camouflage
  • Armored hide
  • Blastfire deflecting scales
  • Hairless
  • Quadruped
  • Large claws
  • Tail
Average lifespan
50 years
Homeworld
Dxun

Maalraas or Nighthunters were a non-sentient species of predatory quadrupeds. Nighthunters hunted in packs, using long claws and powerful fanged jaws to disable their victims. Using the Force to cloak themselves, making themselves nearly indistinguishable from the darkest shadows; only extremely well-trained Jedi or Sith could recognize their silhouettes. Their Hides and bones were heavily resistant to lightsabers as well as intense heat. A population existed on the forest moon of Dxun in the Onderon system and possibly Onderon itself. Maalraas had huge fangs that protruded from their round heads and were possibly the ancestors of nighthunters. Maalraas hunted in packs primarily preyed upon cannoks, although if there were too many of them the cannoks could drive the predator away or even kill it. Maalraas were in turn preyed upon by the zakkeg. In 3951 BBY, Mandalorian warriors living on the moon found maalraas to be harsh prey to such a degree that having to clear out a number of them was almost considered a true challenge.

Easy to train from infancy or from older ages, Nighthunters were utilised as Loyal guard beasts and were exported from their unrecorded home world by crime syndicates as well as other wealthy individuals willing to trade on the black market. While plentiful at the time of the old republic era by the time of the Clone Wars, they were thought to be extinct, but at least one still survived on Parein II 4. When the Jedi Knight Valin Draco was dispatched to the world, he was attacked by the beast and was nearly killed, until at last he won the upper hand. Nursing the wounded nighthunter back to health, he named it Crant, and kept it as a pet. Draco was seduced to the dark side during the Great Jedi Purge and joined the Inquisitorius, keeping Crant by his side the entire time. When Draco was sent to the Almas Academy to capture Jedi Master Vhiin Thorla, he ordered Crant to watch over the captured Jedi. While Draco was away, Crant was killed by members of the Alderaanian Resistance sent to free Master Thorla.

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The maalraas's forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks). The maalraas innately knows the following force powers: At-will: force camouflage.

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The maalraas has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The maalraas can make a bite attack and a claw attack.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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\"Though I was seen at court, very few thought I was more than a bauble kept about to add something to the cityscape. What my master wished done was what I did. No questions. No regrets. Total devotion to duty. Those who guessed I was more to the Emperor learned to fear that I might be turned on them someday.\"

- Mara Jade Skywalker

Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Palpatine
  • Jagged Fel
Members
  • Cronal
  • Lumiya
  • Maarek Stele
  • Mara Jade Skywalker
  • Roganda Ismaren
  • Tairi Veila
HeadquartersImperial Palace, Coruscant
Formed fromDark Side Adepts
Date fragmented
  • 4 ABY, upon Palpatine's first death
  • 11 ABY, upon Palpatine's final death
Date restored
  • 10 ABY, during Operation Shadow Hand
  • 44 ABY
Affiliation
  • Galactic Empire (The Emperor)
  • Imperial Remnant (Head of State)

An Emperor's Hand, or Hand of the Emperor, was a Force-sensitive operative recruited, trained, and employed by Emperor Palpatine to perform missions that were impossible, secret, or both. Their counterparts included the Emperor's Reach, Emperor's Voice, and the Emperor's Eyes.

History

Prior to his ascent to Galactic Emperor, Palpatine used a number of assassins, spies, and operatives to achieve his objectives as the Sith Lord Darth Sidious. It was his use of Darth Maul, trained specifically to kill Jedi, who proved effective at handling other tasks, that convinced Palpatine of the usefulness of extremely loyal, effective, and secretive agents. Thus he began developing the Emperor's Hands to create a group that were operatives, not apprentices.

During his reign, Palpatine used the Emperor's Hands to kill enemies where his more obvious tools, like Darth Vader or the Imperial Navy would be ineffective, too public, or inappropriate. Common targets included rogue governors, traitorous commanders, rebellious leaders, or other internal or external concerns.

The exact number of agents is unknown, but following the death of Palpatine, many former Emperor's Hands went on to become independent menaces to the Alliance to Restore the Republic and New Republic. The two most famous Hands, Lumiya and Mara Jade, took wildly different paths from each other; the former founded her own group of Sith, while the latter became a Master in the New Jedi Order and married Luke Skywalker, whom she once had sworn to kill in an act of revenge for killing Palpatine and destroying the Empire.

By 40 ABY, the Hands (particularly Mara Jade, though this narrow viewpoint could be partly fueled by Ben Skywalker's admiration for his mother) were considered the best assassins of their day.

In 44 ABY, Imperial Head of State Jagged Fel reactivated the Hands to give his bodyguard, Tahiri Veila, the authority to command a raid on Hagamoor 3.

Methodology

Selection

Often targeted at infancy, potential Emperor's Hands were tracked with keen interest by Palpatine until they reached maturity. Preferring to begin their training after they had developed, Palpatine waited for a potential Hand to impress him. Some began as thieves, some as warriors, some as assassins, some as entertainers, but each managed to demonstrate their resourcefulness, skills and loyalty without incurring his wrath.

Training

\"You may not realize that my early training consisted of much more than learning to harness the Force. Running, climbing, fighting, learning to move silently, swimming, zero-g fighting and movement; everything could have been made easier by using the Force. I didn't allow that, though.\"

- Mara Jade Skywalker

After selection, an Emperor's Hand went through comprehensive training in varied combat techniques, intelligence gathering and assassination. Each Hand operated independently and was often under the false impression that he or she was the Emperor's Hand. During training, Palpatine cultivated the Hand's latent Force abilities, but avoided providing Jedi or Sith training. Thus, Hands who did not have any Force training prior to their training were not expressly dark side users. The most important of their abilities was a direct telepathic connection to Palpatine that allowed them to communicate across the galaxy.

Operations

\"I was his hand, Skywalker. That's how I was known to his inner court: as the Emperor's Hand. I served him all over the galaxy, doing jobs the Imperial Fleet and stormtroopers couldn't handle. That was my one great talent, you see ― I could hear his call from anywhere in the Empire, and report back to him the same way. I exposed traitors for him, brought down his enemies, helped him keep the kind of control over the mindless bureaucracies that he needed. I had prestige, and power, and respect.\"

- Mara Jade

Once given the title of Emperor's Hand, the agent was granted almost unlimited access and authority to accomplish their missions. Without naming themselves as physical manifestations of the Emperor's will, Emperor's Hands could take command of military units, starships or weapons as necessary.[9] To preserve their effectiveness, only the highest echelons of the Imperial command structure were aware of the Hands' existence. The methodology varied by agent and mission, with styles ranging from silent sniper strikes to destructive rampages. Regardless of their method, each Hand operated as a ghost; striking and vanishing, which elevated them to near mythic levels amongst those who dared cross the Emperor.

Psychology

\"Who were my targets? You name 'em. Ambitious planetary governers, greedy crime lords, disloyal officers. Did I believe they were threats to the general public? Most of them. Did I ever feel sorry for them? Emotions were never part of the job. I was sworn to do the Emperor's bidding. I couldn't even feel sorry for myself if I tried.\"

- Mara Jade Skywalker, in a recording to Tionne Solusar

Unaware, unconvinced, or unconcerned of the Emperor's malicious intentions, the Hands performed their missions out of sheer loyalty to Palpatine. They viewed their killing as a way of defending the citizens of the Empire from its most dangerous enemies, although in many cases their targets were political enemies, rather than rogue commanders or governors. Many, if not all, of the Hands were under the impression that they alone held their particular position, and thus believed their relationship with the Emperor to be a special one. As a result of their extreme loyalty, and mental connection established through the Force, many Hands were deeply affected by his death.

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During her first turn, the Emperor's Hand has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Emperor's Hand scores against a surprised creature is a critical hit.

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On each of her turns, she can use a bonus action to take the Dash, Disengage, or Hide action.

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If the Emperor's Hand fails a saving throw, it can choose to succeed instead.

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The Emperor's Hand deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Emperor's Hand that isn't incapacitated and the Emperor's Hand doesn't have disadvantage on the attack roll.

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The Emperor's Hand is a 5th level tech caster (tech save DC 15, +7 to hit with power attacks, 22 tech points). The Emperor's Hand knows the following powers. At Will: light, poison spray, venomous strike 1st Level: alarm, holographic disguise, poison dart, tranquilizer 2nd Level: darkvision, infiltrate, paralyze humanoid, smuggle, truth serum 3rd Level: invisibility to cameras, tech override.

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The Emperor's Hand is a 5th level force caster (force save DC 17, +9 to hit with power attacks, 24 force points). The Emperor's Hand knows the following powers: At Will: affect mind, force disarm, mind trick 1st Level: breath control, force body, force jump, sense emotion, slow descent 2nd Level: coerce mind, dark shear, force confusion 3rd Level: knight speed, force repulse

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\"I hate that thing.\"

- Jaina Solo, complaining about the ysalamir's ability to repel the Force

DesignationNon-sentient
Average length0,5 meters
Hair ColorWhite
Homeworld
Myrkr
Diet
Herbivorous

Ysalamiri were furry, lizard-like tree-dwellers about 50 centimeters in length native to the planet Myrkr, most known for their ability to repel the Force by creating a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Anatomy

Adult ysalamiri grew up to 50 centimeters and hatched their young from bubble-like eggs.

Ysalamiri sank their claws into the Olbio trees on which they lived and drew nutrients. It was very difficult to remove a ysalamir from its tree without killing it, although Talon Karrde's smugglers found a way, enabling Grand Admiral Thrawn to do it as well. Thrawn used ysalamiri for defense by attaching them to a back harness or a nutrient frame which allowed him and his men to remain safely inside the ysalamiri's Force repelling bubble. He used this trick to gain the attention of cloned Dark Jedi Master Joruus C'baoth and accelerated the Spaarti cloning process without the usual side-effects (which occurred when similar Force imprints interfered with one another).

Ysalamiri did not actually negate the Force; since all existence was infused with Force energy, this would not be possible. Rather, they projected a bubble inside which users were unable to exert any influence over the Force. A single bubble measured up to 10 meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

Having long admired the tenacity of the ysalamiri, the Jedi Order named a form of lightsaber combat, Makashi, after the creature.

Tyber Zann was known for keeping ysalamiri in cages to prevent Force users from being able to cause too much damage.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small ysalamiri. The swarm can't regain hit points or gain temporary hit points.

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The swarm creates a 1080 foot radius bubble that neutralizes the presence of the force, or a 80 foot radius bubble if the swarm has half its hit points or fewer.

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 5 (2d4) kinetic damage

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 2 (1d4) kinetic damage

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\"It's the trooper you don't see that will get you.\"

- Cassian Andor

Organization type

Specialized stormtroopers

Sub-group(s)
  • Darth Vader's guard
  • Death Squad
  • DT-F16's squad
  • Unit TI-23
  • Tarkin's guard
  • Thrawn's guard
Location(s)
Death trooper training camp, Scarif
Affiliation
  • Galactic Empire (Imperial Intelligence)
  • GIdeon's Imperial remnant

Death troopers were an elite variant of the Galactic Empire's stormtroopers designed for stealth, espionage and lethality. Operating under Imperial Intelligence, they served as protective details and bodyguards for significant Imperial officers and members of the Tarkin Initiative, as well as special-assignment commandos. They wore black suits of body armor and specialized helmets with vocal scramblers, micro-motion sensors, and heads-up displays with data on enemy and friendly positions on the battlefield. Death troopers were trained in unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. They were experts at covering their tracks, leaving little to no evidence of their missions.

History

Age of the Empire

Death troopers were named by Emperor Palpatine himself to capitalize on rumors about a legendary Imperial Military Department of Advanced Weapons Research project to revive necrotic tissue, which ultimately resulted in the creation of uncontrollable Undead Troopers sometime between 1 and 3 ABY.

Early during the construction of the Death Star above the planet Geonosis, Governor Wilhuff Tarkin was accompanied by a squad of death troopers to Scarif to confront Darth Vader's breach of security. After Tarkin confronted Vader, Vader was ordered by Emperor Palpatine to uncover who was responsible for several sabotage attempts on the Death Star's construction.

After arriving on Geonosis, Commander Orson Callan Krennic greeted Vader on a landing pad with a number of death troopers. An assassination attempt was made on Krennic and Vader, as an explosion sent a pile of rocks crashing down on the Imperials, crushing several death troopers. Despite the attempt, Vader investigated and eventually learned that a rogue Geonosian hive led by a Geonosian queen were responsible. Vader and a contingent of death troopers then fought in a skirmish in the Korakanni Mound, killing the saboteurs and the queen.

In 13 BBY, a squad of death troopers accompanied Director Krennic to Lah'mu. There, they demolished the Erso homestead and took Galen Erso to complete his work on the Death Star. One of the troopers killed Erso's wife, Lyra, and the squad attempted to find his daughter, Jyn Erso, with no success.

Growing rebellion

During the early days of the Rebel Alliance, another squad of death troopers served under the command of the Seventh Fleet's commander, Grand Admiral Thrawn. They assisted Thrawn in capturing former ISB agent Kallus, following the latter's discovery as a Rebel spy, and held him during the Battle of Atollon. In the later part of the battle, the squad accompanied Thrawn to Chopper Base to capture senior Alliance officers such as General Jan Dodonna and Captain Hera Syndulla. However, the Rebels were able to escape when a mystical Force being called the Bendu attacked both the Imperial and Rebel forces. On Thrawn's orders, the death troopers concentrated their fire at Bendu, wounding him and sending him crashing to the ground.

In 1 BBY, a squad under Commander DT-F16 accompanied a kyber crystal shipment and several technicians aboard Freighter 2716. After departing from Faos Station, DT-F16 and her squad came under attack by Partisans' leader Saw Gerrera and Spectres Ezra Bridger and Sabine Wren. DT-F16, her squad and other troopers were then left behind by the Spectres and were destroyed, along with Captain Slavin's Star Destroyer when the kyber crystal they were escorting exploded.

A death trooper, DT-L21, was stationed at Jhothal. There, he commanded stormtroopers when they discovered that the Spectres had returned. He, his Viper probe droids and troopers searched the sewers for the Spectres, to no avail. The death troopers then accompanied Grand Admiral Thrawn and Governor Pryce to the Imperial airfield to watch a test flight of the new TIE/D Defender Elite. When Bridger revealed himself, the death troopers were ordered by Thrawn to secure the TIE/D Defender. However, they lost when Wren stole the fighter.

Several death troopers then assisted Governor Pryce and Rukh in pursuing Syndulla when Jedi Knight Kanan Jarrus rescued her from the Imperial complex. The death troopers were able to catch to Jarrus and Syndulla.

Several death troopers then accompanied Minister Veris Hydan as the Empire and Mining Guild were excavating Lothal's Jedi Temple. They assisted Hydan in interrogating Wren, striking her in the head. However, Wren was able to knock one out when Captain Garazeb Orrelios rescued her.

Several death troopers were stationed at the Imperial Complex. With Rukh, the death troopers fought the rebels and attempted to stop them from reactivating the shields. They were taken out by Captain Orrelios. The remaining death troopers of Thrawn's guard were with him aboard the Chimaera and were taken out by Bridger before the ship was taken by the Purgil to an unknown location.

War

\"...And I've seen plenty of death troopers just like you live up to their name...by dying.\"

- Cordo, instructing his death troopers

One year later, death troopers would continue to escort Krennic during the Death Star's initial testing stage at Jedha and during his trip to Eadu. Krennic would later deploy his death trooper squad during the Battle of Scarif when they fought Rebel ground forces that had infiltrated the planet. They managed to annihilate the remnants of the Rebel strike team. However, the entire squad was killed by Baze Malbus and Cassian Andor shortly before Krennic's death.

In the aftermath of the Battle of Yavin, death troopers served aboard Hivebase-1, a secret space station made by the Tarkin Initiative, serving under Commander Yewl. Yewl's death troopers fought Dr. Aphra's crew and their prisoner, Rebel General Hera Syndulla, until they escaped. They were killed when Hivebase-1 was destroyed.

Several accompanied Lieutenant-Inspector Magna Tolvan on Coruscant.[21]

After the Empire

Approximately nine years after the Battle of Yavin, a squad of death troopers served in an Imperial remnant led by Moff Gideon. The troopers opened fire on a cantina on Nevarro, killing \"the Client\" and several stormtroopers while also trapping \"the Mandalorian\", Greef Karga and Carasynthia Dune inside.

The standoff was interrupted shortly after, with IG-11 arriving to assist the Mandalorian and his comrades. As the group fought their way out of the cantina, a fierce battle ensued, with two death troopers resorting to hand-to-hand combat after they were disarmed. With the fight raging outdoors, several death troopers circled around to breach the cantina, and attempted to flush Cara Dune out with saturated blaster fire. The remaining death troopers escorted Moff Gideon, as he gave the order to \"burn them out.\"

Legacy

During the cold war between the Resistance and the First Order, Agent Terex of the First Order Security Bureau had possession of a death trooper helmet aboard the Carrion Spike that was displayed next to the helmets of an Imperial Royal Guard, an AT-AT pilot, a coastal defender stormtrooper, and others, along with a custom set of armor.

Training

\"We have a mission, and we'll fulfill it. Don't expect any more.\"

\"Or any less.\"

- Pik and Waffle

Death troopers were elite stormtroopers in the Galactic Empire's military. Stormtrooper candidates who excelled at their training were reassigned to the advanced death trooper camp on Scarif. Death troopers were required to meet rigid physical and ideological standards, with height and weight standards that exceeded typical trooper averages. The candidates were also subjected to a battery of physical tests and classified surgical enhancements, making them somewhat \"beyond human.\" Additionally, death troopers had to complete rigorous training in exotic environments to be stronger, faster, and more resilient than the norm. Other specialties included unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. In the field, death troopers operated in small groups, with each trooper specializing in a specific skill set.

Shortly before the Battle of Scarif, General Sotorus Ramda requested to be returned two platoons of death troopers, as their training camp on Scarif needed more instructors. Ramda preferred veteran death troopers with body augmentations at v1.01 or earlier.

Equipment

\"I presume these death troopers are combat-capable even without their armor and heavy weapons?\"

- Ar'alani

Death troopers were equipped with advanced armor considered an improvement over the standard stormtrooper kit. The helmet featured a number of advanced sensor and targeting systems to give total situational awareness of combat areas, enemies and allies. These various upgrades to the helmet systems included a Neuro-Saav macromotion monitor, multi-frequency targeting and acquisition sensors and image-intensifying active pulse emitters, the latter of which was stored within the two green \"dots\" at the bottom front of the helmet. The helmets also included voice scramblers which allowed them to speak in death trooper encryption, which made their communications impossible for anyone except another death trooper to understand, along with adding to their intimidating appearance.

Death trooper armor was covered by a spray polymer called reflec, which warped electromagnetic signals commonly found in sensor arrays. This made death troopers well suited for stealth operations. Underneath their armor, troopers wore an environmentally sealed bodysuit. Death trooper pauldrons on their right shoulder denoted rank, but appeared black and featureless to individuals if not viewed through a trooper visor.

Death troopers were equipped with a variety of tools and weapons depending on their specialties. On their chest, death troopers strapped on an IM-40 three-slot ammunition and tool pouch. Weapons commonly used included the SE-14r light repeating blaster, E-11D blaster carbine, DLT-19D heavy blaster rifle, DLT-19 heavy blaster rifle, and Smart Rockets. Grenades included the C-25 fragmentation grenade, baradium thermal detonator and a Sonic Imploder or a Thermal imploder.

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The trooper can use Disengage as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NjcxZTExYTA5ZTdl","flags":{},"name":"Precise Shot (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) energy damage on a hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NDVlMzk0OGU3Nzk5","flags":{},"name":"Enhanced Sensors","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjM2NjdjYjIxNDJk","flags":{},"name":"Enhanced Weapons","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The troopers weapon attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OWE0YjQwMzRkM2E5","flags":{},"name":"Stealthy","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The trooper can take the Hide action as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NmJlZThhOWIzYzVj","flags":{},"name":"Surprise Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"N2IwMTNkOWVmNjI0","flags":{},"name":"Leadership (Recharges after Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NDBhYTUyNjYyNmE1","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The trooper makes two melee attacks or four ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NmU3ZThlZjQ1MmU3","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"YWM5YzgxNGFkNWJi","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"YWYwMGRjYjcxNjk1","flags":{},"name":"Volley (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/050_-_Death_Trooper/avatar.webp","data":{"description":{"value":"

.

The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000}]} +{"_id":"6MDNWJLJ3hASdivD","name":"**Mandalorian Explosives Artiste","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"mesh armor, light shield generator"},"hp":{"value":137,"min":0,"max":137,"temp":0,"tempmax":0,"formula":"21d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":137,"min":0,"max":137},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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As a bonus action, the artiste throw a grenade. Additionally the artiste's explosives deal two extra die of damage and the DC increases by 2 (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDI0MzEyM2NkM2Fk","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

The artiste has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Activating or deactivating the jetpack requires a bonus action and, while active, the artiste has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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If The artiste fails a saving throw, he can choose to succeed instead.

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The artiste deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MGFhMGU5ZmZkNGYy","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

While wearing medium armor, the heavy gunner adds 3, rather than 2, to its AC (included).

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When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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The artiste is a 8th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 37 tech points.

The artiste knows the following tech powers:

At will: assess the situation, on/off

1st level: element of surprise, energy shield, flash, homing

rockets, smoke cloud, spot the weakness, stack the deck,

tranquilizer

2nd level: concealed caltrops, detect traps, electromesh,

magnetic field, overheat, shatter

3rd level: debilitating gas, diminish tech, explosion, fabricate

trap, kolto cloud, sabotage charges, scramble interface

4th level: salvo, sensor probe

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MTA1NjQyMmJkYTQ0","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

The artiste adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The artiste makes one weapon attack with its blaster pistol, one offhand blaster pistol attack and throws a grenade or fires a jetpack rocket, if available.

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"M2U0NGMxMTY5Njk5","flags":{},"name":"Offhand Blaster pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":150000},{"_id":"OWZiYzEzMzAwMTFk","flags":{},"name":"Fragmentation Grenade (6/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

.

The artiste throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage on a failed save, or half as much as on a successful one.

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.

The artiste throws a grenade filled with paint, choosing a point within 35 ft. Each creature within 15 feet must make a DC 16 Dexterity saving throw. A creature takes 5 (2d4) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded, a creature can use its action to wipe away the paint removing the condition.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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Darth Maul

Maul, a Force-sensitive Dathomirian Zabrak male, was a dark side warrior who served as the apprentice Dark Lord of the Sith during the final years of the Galactic Republic and reigned as a crime lord during the rule of the Galactic Empire. The son of Mother Talzin of the Nightsisters, he was taken at a young age by Darth Sidious, who anointed his first Sith apprentice Darth Maul. Through his training, Maul grew strong in the dark side of the Force, becoming an expert lightsaber duelist and assassin who yearned to reveal the Sith's continued survival to the Jedi Order. During the crisis on Naboo in 32 BBY, Maul confronted Jedi Master Qui-Gon Jinn and Padawan Obi-Wan Kenobi. Although he succeeded in killing the former, Maul was maimed by Jinn's apprentice, who left the Sith Lord for dead. As a result of Maul's defeat and apparent death, Sidious replaced him with Count Dooku, Jinn's Jedi mentor who adopted the Sith persona of Darth Tyranus.


Fueled by his hatred for Kenobi, Maul reconstructed himself as a cyborg, although the experience of his defeat drove him insane. He was presumed dead for over a decade until his brother, Savage Opress, found Maul and restabilized his mind with the help of Mother Talzin. By that time the Clone Wars raged across the galaxy. Believing he had been cheated of his place in galactic history, Maul embarked on a quest for revenge against Kenobi, whom he blamed for his fate. He also used the galactic conflict as an opportunity to form his own criminal empire, the Shadow Collective, through various alliances including the Pyke Syndicate, the Black Sun, and the Death Watch. Their combined resources enabled Maul to overthrow the New Mandalorians and install a puppet government on Mandalore. As his power and influence increased, Maul became a threat to Sidious' own plans for the future. The Dark Lord confronted Maul in person; after killing Opress, Sidious denounced his former apprentice as a Sith no longer due to the Rule of Two.


In the waning days of the Clone Wars, Maul escaped from Sidious and ultimately returned to Mandalore where he was overthrown by former Padawan Ahsoka Tano and an army of clone troopers. However, Maul survived the war and continued to build his own empire as a crime lord and the secret leader of Crimson Dawn. He was later stranded on the planet Malachor, where he hoped to destroy the Sith by unlocking the superweapon at the heart of the Sith temple. Maul's plan was thwarted by two Jedi, Kanan Jarrus and Ezra Bridger, the latter of whom Maul hoped to corrupt as his own apprentice. After escaping Malachor, Maul continued to try to tempt Bridger to the dark side before ultimately learning that Kenobi was still alive in spite of Order 66 and the Jedi Purge. Seeking hope and purpose, Maul sought Kenobi on Tatooine, the same planet where he had first revealed himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a brief lightsaber duel for the last time. Kenobi cut Maul's lightsaber in half and dealt Maul a lethal blow, ending Maul's decade-spanning quest for vengeance. He died moments later with the knowledge that Kenobi was protecting Luke Skywalker, who Kenobi believed was the Chosen One, who would avenge Maul.


As the apprentice of Darth Sidious, Maul was trained to be a living weapon of the Sith, one intended to help Sidious bring about the destruction of the Jedi and take over the galaxy. He became an acrobatic and highly-trained warrior, one who could relentlessly pursue his enemies while utilizing his double-bladed lightsaber. Indeed, Maul had been trained in several forms of lightsaber combat. During his duel on Naboo against Jinn and Kenobi, he demonstrated the ability to fight both the Jedi Master and his apprentice simultaneously on equal grounds as well as overpower Kenobi after he killed Jinn. Though Kenobi managed to defeat Maul, this was due to Maul's own hubris and neglect for the fallen Jinn's lightsaber. He later outmatched Kenobi in a number of encounters after emerging from exile, including the fight over Raydonia, though their duel on Florrum ended in stalemate.

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As a bonus action, Sith Blade Dancer casts rage on himself the first time his hit points are below half (178) on the start of his turn.

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Sith Blade Dancer is an 11th-level forcecaster. his forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 48 force points).

Sith Blade Dancer knows the following force powers:

At-will: affect mind, force disarm, force push/pull, mind trick,

saber reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: battle meditation, coerce mind, force confusion,

hallucination

3rd level: choke, force repulse, knight speed

4th level: freedom of movement, locate creature, mind trap

5th level: improved phasestrike, telekinesis

6th level: crush

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When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

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When Sith Blade Dancer is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.

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Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

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.

When Sith Blade Dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Sith Blade Dancer's next turn.

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.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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.

Sith Blade Dancer can cast an at-will force power.

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.

Sith Blade Dancer makes one Doublesaber attack.

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\"Affirmative, AT-ST support is on the way.\"

- An Imperial technician

Manufacturer
  • Kuat Drive Yards
  • Imperial Department of Military Research
ClassCombat walker
Cost

Not available for sale

Length4,5 meters
Height9 meters
Mass12.100 kilograms
Cargo capacity200 kg

The All Terrain Scout Transport (AT-ST), also known as a Scout Transport, Scout Walker, or derisively as a chicken walker, was a lightweight, bipedal walker used by the ground forces of the Galactic Empire. Later, the First Order used an updated variant of the AT-ST within their military.

Characteristics

\"The AT-ST kept spitting lasers at us, and we kept sinking lower and lower into the snow. Each blast took another bite out of the lip of the trench.\"

- Chanda Bethari describes an AT-ST firing on Hoth

AT-STs were commonly used to screen the flanks of larger assault walkers for major ground operations. The Empire used them for swift reconnaissance and troop support. As such, they were essential for cleaning up minor resistance along the path of a planned invasion route, and could quickly eliminate any small threats that evaded an AT-AT's barrage. The walker was commonly used on anti-personnel hunting missions, and was piloted by two AT-ST drivers with superior skills of balance and agility.

AT-STs were equipped with two chin-mounted MS-4 twin blaster cannons capable of firing at a range of two kilometers. It also featured one cheek-mounted 88i twin light blaster cannon and one cheek-mounted DW-3 concussion grenade launcher capable of doing massive damage to enemy vehicles and ground troops at close range. They were excellent at dealing with large amounts of infantry as well as mounted turrets that were too risky to be taken out with rocket launchers. Its clawed feet could slash apart wires and fences at ground level.

Reinforced armor plates enveloped the control cabin, protecting the two-person crew. Its two armored viewports were deliberately set to give any viewer the unsettling sensation of staring into the face of a soulless beast or oversized combat droid. Inside the control cabin, the command module featured a holographic 360-degree view of the combat zone. The \"head\" itself was capable of rotating 240 degrees side to side, greatly benefiting the gunner's target-acquisition abilities and capabilities for destruction. The walker's deceptively rickety gait belied a potent patrol vehicle. Gyros, flexible joints, footpad sensors, and shock absorbers formed a sophisticated system that controlled balance and stabilized the walker across a variety of terrains.

Despite its speed and agility, an AT-ST walker's offensive and defensive power were significantly compromised. Offensively, its weapons systems were only good against lightly armored targets at close range. Defensively, its lighter armor could repel attacks from small-arms fire, but not laser cannons, missiles, or other heavy ordnance. Its armor did not cover its entire frame, lest the walker lose its agility. Striking the walker's unprotected gyros underneath the command module could destabilize the walker and cause it to fall. Additionally, deep trenches or cable lines leveled at the height of the AT-ST's ankles and knees could cause it to trip and topple the vehicle.

The modular design of the All Terrain Scout Transport allowed for ease in customizing the walker with armaments and tools for specific mission parameters. Mortar launchers were one such weapon that could be attached to the command pod of the AT-ST.

The Ewoks of Endor discovered that the AT-STs were vulnerable to anti-Gorax traps. Ramming logs could smash through the walker's head, destroying the cockpit. One of its other weaknesses was its susceptibility to hijacking, despite the height of the vehicle seemingly making hijacking an impossibility. A sufficiently strong force could rip the entrance hatch off the top of the walker. If commandeered, the walker's cannons could easily penetrate other AT-STs' armor.

Variant models

AT-ST Mark III

The AT-ST Mark IIIs were equipped with experimental armor that provided more speed and durability than that of the standard AT-ST. Mounted with twin heavy laser cannons and piloted by veteran crews, they excelled against most targets.

AT-ST Raider

A variant used by a Klatooinian tribe.

Cold weather AT-ST Mark III

A variant of the AT-ST Mark III. This variant had its internal systems retrofitted to allow for optimal performance in sub-zero temperatures.

Enhanced AT-ST Walker

The enhanced AT-ST Walkers boasted enhanced power couplings and sub-systems, allowing their weapons to fire high-powered blasts at a faster rate than average. They also had dark armor plates.

First Order AT-ST

The First Order utilized an updated version of the AT-ST that featured upgraded armor and gyroscopic systems.

All Terrain Heavy Scout

The All Terrain Heavy Scout was variant of the highly evolved First Order AT-ST, which saw service in the First Order army during the intergalactic First Order–Resistance war.

History

\"The big AT-AT's mostly advanced up the middle, so out on the edge of the battlefield we'd been pinned down by a little scout walker. I guess it wanted to keep us from flanking it's big cousins.\"

- Chanda Bethari's account of fighting an AT-ST on Hoth

Part of the All-Terrain walker family, the AT-ST's role in supporting Imperial ground operations earned it the moniker \"scout walker\" owing to its ability in ferreting out enemy positions and inspecting locations in advance of larger walkers. It was better equipped than the Republic AT-RT.

The Imperial Military commonly used the AT-ST in a variety of environments. At least one AT-ST was deployed on Jedha in 0 BBY in a battle during the planet's insurgency. The walkers were also used in the Galactic Civil War, and between the Battle of Yavin and Battle of Hoth, the Alliance to Restore the Republic operated stolen AT-STs, and provided them to Saponza's Gang, who often fought against the walkers. Several fought alongside AT-ATs at the Battle of Hoth. They also notably participated in the Battle of Endor, where they were defeated by the Ewoks and their traps. The walkers were also used by the Empire in the final battle of the Galactic Civil War, the Battle of Jakku, which ended up being an overwhelming victory for the New Republic.

Thirty years after the close of the Galactic Civil War, a splinter military group of the New Republic called the Resistance utilized old Imperial AT-STs in combat against the reorganized remnants of the Galactic Empire, the First Order. They possessed an orange repaint and were crested with the Resistance starbird.

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Creatures of Medium size or smaller can stand in the AT-ST's space.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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

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The AT-ST's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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The AT-ST can use its Frightful Presence. It then makes two attacks with its medium repeating blasters or takes the Stomp action.

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Ranged Weapon Attack +7, Range 12/240 ft., One target. Hit : 25 (4d10+3) energy damage

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All creatures standing within the AT-ST's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

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.

Each creature of the AT-ST's choice that is within 80 feet of the AT-ST and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-ST's Frightful Presence for the next 24 hours.

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\"If you told me I could only see one creature in the galaxy, it would be a fathier. Someday I want to see a fathier race! I wouldn't even bet – I'd just watch!\"

- Paige Tico

DesignationNon-sentient
Average height3 meters at the shoulder
Hair colorBrown
Eye colorBlack
Distinctions
  • Four long legs
  • Powerful forearm muscles

Fathiers were a species of non-sentient quadrupeds that resided in the galaxy. They were often used as mounts, and wealthy inhabitants of Kergans and Cantonica rode them in competition.

Biology and appearance

\"Sounds like the feisty filly in the corner stall is having trouble sleeping. Did you do the endurance exercises with her in the double-gravity chamber today? You know fathiers need heavy exercise when they're cooped up on a ship like this.\"

\"Sorry. I had to clean the reflux combusters—\"

\"No excuses. Each of these fathiers is worth more than three years of your wages.\"

- Ulina and Teal

A non-sentient quadruped species, fathiers were distinguished by their long legs, brown fur, and large ears, which dissipated body heat. Fathiers could run at great speeds (up to 75 kilometers per hour) across various terrains, including beaches, fields, and cliff faces. Their speed made them sought after by wealthy residents of the galaxy, and the creatures were viewed as graceful and majestic. On average, fathiers stood three meters high at the shoulder; people seeing one in person for the first time were often shocked by their size. When cooped up, fathiers required endurance exercises, so fathier transports were equipped with double-gravity chambers. They were known for their stinky, spicy smell.

Behavior

Fathiers could be domesticated, and they were used as mounts in competition. The inhabitants of the planet Cantonica exploited them in highly popular races on the Canto Bight racetracks, in which the animals suffered abuse.

History

Around 1 BBY, the Spectre and Jedi padawan Ezra Bridger, while exploring the world between worlds, came across a mysterious portal decorated with constellation-like images of fathiers. However, he did not examine or enter it.

During the Galactic Civil War, the Alliance to Restore the Republic used fathiers ridden by Tognath mercenaries in hit-and-run combat missions.

In 34 ABY,[12] Resistance operatives Finn and Rose Tico traveled to Cantonica in search of a Master Codebreaker. During their search, the two ran into trouble with the Canto Bight Police Department, and they hid in the fathier stables at the Canto Bight racetrack. With the help of stable boy Temiri Blagg, Finn and Tico let the fathiers loose, riding one to escape the police force.

Fathiers in the galaxy

\"I learned to hunt with bassa hounds. I learned to ride fathiers in competition. I hated all of it.\"

- Lorica Demaris

At some point in his life, the Corellian Geb Teldar mucked the stall of a fathier for a living. Lorica Demaris, a Zeltron from the planet Kergans, learned to ride fathiers in competition, which she hated. Fathiers were found across the galaxy, but their homeworld was considered a mystery.

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The fathier has advantage on Wisdom (Perception) checks that rely on hearing.

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If the fathier moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the fathier can make another attack with its hooves against it as a bonus action.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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If the acklay moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one claw attack against it as a bonus action.

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Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone scout troopers, also known as clone scouts, were specialized clone troopers that served in the Grand Army of the Galactic Republic during the Clone Wars. Trained for reconnaissance and warfare over difficult terrain, a battalion of scout troopers deployed to the planet Kashyyyk during the final days of the conflict, and fought alongside the native Wookiees against the droid armies of the Confederacy of Independent Systems.

History

Clone Wars

Clone scout troopers were a variant of the Galactic Republic's clone trooper, trained in reconnaissance and warfare over difficult terrain. Before larger troop actions, small groups of the scouts were deployed to survey territory, and, because of their survival skills, they were suited for fighting in wilderness conditions.

During the final year of the Clone Wars, the 41st Scout Battalion—led by Jedi Generals Yoda and Luminara Unduli, as well as Clone Commander CC-1004 \"Gree\"—was deployed to the planet Kashyyyk to aid the Wookiees in their fight against the Separatist Droid Army. As Confederate forces stormed the beach, scout troopers were tasked with defending Kachirho, the capital of Kashyyyk. Using barricades and trenches as cover, the scout troopers and Wookiees engaged the battle droids in a brutal confrontation. A number of scout troopers acted as sharpshooters along Tree Kachirho whilst many more lined the top of the seawall. During the battle, Commander Gree received Order 66 from Supreme Chancellor Sheev Palpatine and proceeded to carry out the order. He approached Grand Master Yoda and the Wookiee generals, atop a high command post overlooking the battle, and prepared to fire on his commanding officer. However, the Jedi felt a great disturbance in the Force, as Order 66 was carried out across the the galaxy, and beheaded Gree and another clone before they could execute him.

Legacy

After the Galactic Empire was established, the Grand Army of the Republic transitioned into the Imperial Army and Stormtrooper Corps. Like the Republic, the Empire made use of its own scout troopers, who saw action throughout the Imperial Era.

Equipment

Clone scout troopers were equipped with camouflaged Phase II ARF armor and were trained for reconnaissance. Scout troopers also possessed survival gear and had macrobinoculars built into their helmet.

For general information about troopers, see Trooper

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The scout trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The scout trooper makes two weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"Clear the bridge. Escort the officers down to the hangar.\"

- Poe Dameron

Officer was a commissioned military class. Generally they were above the enlisted soldiers in positions of authority and command. Officers could be divided between junior officers of lower rank, and senior officers of a higher rank. Republic officers were command military personnel who served the Galactic Republic during the Clone Wars, while Separatist officers were command military personnel who served the Confederacy of Independent Systems armed forces. Imperial officers were command military personnel of the Imperial Military.

All military organizations depended on officers to effectively function. Non-commissioned officers would work with line infantry, while generals would create strategies and tactics.

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Friendly creatures that it can see and hear the officer within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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Up to three allies within 120 feet of this officer that can hear it can each use their reaction to make one weapon attack.

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The officer targets up to three allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed.

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok hunter has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok hunter can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

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The ewok hunter has advantage on attacks againts creatures that it has surprised.

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The ewok hunter has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The Ewok Hunter makes two attacks.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage plus 3 (1d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 6 (1d6+3) kinetic damage plus 3 (1d6) poison damage

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\"Clear the bridge. Escort the officers down to the hangar.\"

- Poe Dameron

Officer was a commissioned military class. Generally they were above the enlisted soldiers in positions of authority and command. Officers could be divided between junior officers of lower rank, and senior officers of a higher rank. Republic officers were command military personnel who served the Galactic Republic during the Clone Wars, while Separatist officers were command military personnel who served the Confederacy of Independent Systems armed forces. Imperial officers were command military personnel of the Imperial Military.

All military organizations depended on officers to effectively function. Non-commissioned officers would work with line infantry, while generals would create strategies and tactics.

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Friendly creatures that it can see and hear the officer within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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The junior officer targets one ally within 30 feet of it. If the target can hear the officer, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Lando Calrissian

Landonis Balthazar Calrissian, simply known as \"Lando,\" was a human male smuggler, gambler, and card player who became Baron Administrator of Cloud City and, later, a general in the Rebel Alliance. Born on Socorro, he was the owner of the Millennium Falcon before losing it to Han Solo in a game of sabacc on Numidian Prime. After losing the Falcon, Calrissian put an end to his days as a smuggler and became an entrepreneur, setting up a small mining operation on the planet Lothal before eventually becoming the leader of Cloud City in the skies of the planet Bespin.

During the Galactic Civil War, Darth Vader arrived on Cloud City in order to lay a trap for his son, Luke Skywalker. As part of the trap, the Dark Lord of the Sith forced Calrissian into tricking a group of Rebels, including Solo and Princess Leia Organa, leading them to Vader himself. Though Vader promised to leave Cloud City without an Imperial presence, Calrissian felt the deal had been altered to the point where he could no longer tolerate it. Calrissian alerted his citizens to the Galactic Empire's presence and impending occupation, and he ordered an evacuation. He helped the Rebels try to rescue Solo, who had been frozen in carbonite, from Boba Fett, but the bounty hunter escaped.

Calrissian joined the Rebel Alliance and set out to find Solo. After locating him in the palace of Jabba the Hutt on Tatooine, Calrissian aided in his rescue. The Rebels returned to the fleet and Calrissian became a general, volunteering to lead the assault on the DS-2 Death Star during the Battle of Endor. During the battle, he piloted the Millennium Falcon into the battle station's core, firing the shot which destroyed it.

In years of peace after of the Empire's dissolution, Calrissian started a family and fathered a daughter. However, while she was only an infant, his daughter was kidnapped by the First Order. Six years later, he embarked on a quest to the desert planet of Pasaana with Luke Skywalker to find answers about the growing darkness in the Force, but failed to uncover anything. Seeking to bury the pain of those memories, Calrissian settled on Pasaana and led a solitary lifestyle where he was known as the \"Hermit\" to the native Aki-Aki. He lived alone for some years while keeping contact with the Solo family and was later asked by Organa's Resistance for his aid in the war against the First Order.

In 35 ABY, Lando helped the Resistance and reunited with his old friend, Chewbacca. Calrissian played one more role in the fight for galactic freedom as he brought an assembled galaxy fleet to reinforce the Resistance at the battle at Exegol, from which the Resistance emerged victorious.

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When the Baron makes an attack roll, and the result is less than 20, he can roll 1d10 adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

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As a bonus action the Baron can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following bene\u0000ts:

After analyzing a hostile creature, the Baron can use its Intelligence modi\u0000er instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the Baron's Critical Analysis on them (no action required). The target then gains a +6 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes

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

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When the Baron makes an attack roll, an ability check, or a saving throw, he can choose to roll an additional d20. He can then choose which of the d20s is used for the attack roll, ability check, or saving throw.

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Whenever the Baron rolls a 7 on an attack roll against the target of it's Critical Analysis feature, the attack automatically hits. When attacking with advantage or disadvantage, this e\u0000ect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

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When the Baron fails a saving throw, he can choose to succeed instead.

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The Baron can take a second reaction each round. It can only take one reaction per turn.

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The Baron deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Baron that isn't incapacitated and the Baron doesn't have disadvantage on the roll.

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When a creature hits the Baron with a weapon attack roll, roll 1d10. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

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If the target of the Baron's Critical Analysis hits him with a weapon attack roll, he can use his reaction to roll 1d10. On a 4 or higher, the Baron imposes disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once.

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.

The Baron makes three weapon attacks.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 14 (2d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"YzExMzAxZGIwOGZm","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/432_-_Baron_Adminstrator/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (2d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000}]} +{"_id":"7t6MJ081QJ3hxZSS","name":"Fambaa Howdah","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"durasteel armor"},"hp":{"value":102,"min":0,"max":102,"temp":0,"tempmax":0,"formula":"12d12+24"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":30,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":102,"min":0,"max":102},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa can breathe air and water.

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The fambaa carries a fortified platform on its back. Up to six Medium creatures can ride on the platform without squeezing. Creatures on the platform have three-quarters cover against attacks and effects from outside it. If the fambaa dies, creatures on the platform are placed in occupied spaces within 10 feet of the fambaa.

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The fambaa deals double damage to objects and structures.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"MTMzOTAyMjU4NWU4","flags":{},"name":"Stomp","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/057_-_Fambaa_Howdah/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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When the trandoshan attacks uses its multiattack, it can use a bonus action to make another attack. The trandoshans doesn't add its ability modifier to the damage of this attack.

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The trandoshan makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 4 (1d8) kinetic damage

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase I Dark Trooper

The Phase I dark trooper was the earliest dark trooper and was little more than a lightsaber-resistant phrik skeletal frame equipped with a vibrosword attached to its right arm, and a blast shield on its left. It served primarily as an installation sentry.

The Phase I dark trooper had visible power cords and couplings, which were prime weak points. The prototype of this \"super trooper\" had a small jump pack for short bursts of speed to increase the velocity of its vibro blades.

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When the droid drops below half its hit points (52), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (52), the Phase One Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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.

The Phase One Dark Trooper can make three melee attacks with its wrist blade or shield.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"YTdiMjJlNTczMWI2","flags":{},"name":"Shield Bash","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/299_-_Dark_Trooper_2C_Phase_I/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 15 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor is a 10th-level forcecaster. It's forcecasting ability is Charisma (force save DC 14, +6 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-4th level (33 Force Points): animate weapon, improved

dark side tendrils, choke, drain life, force sight, force

suppression, horror, force jump, sense force, sever force, stun

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The inquisitor has advantage on saving throws against force powers.

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When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage

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Ranged Weapon Attack +6, Range 120 ft., One or two targets. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 16 Strength saving throw or become restrained until the end of the inquisitor's next turn.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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

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The commando has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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When the demolitions commando installs a breaching charge, it can do so in 30 seconds, instead of 1 minute.

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The commando's innate techcasting modifier is Intelligence (power save DC 16, +8 to hit with tech attacks). It can innately cast the following powers:

At-will: combustive shot, jet of flame

3/day: explosion

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When the demolitions commando is the target of the melee attack, it can use its reaction to throw a grenade behind the attacking creature. The target must make a DC 16 Dexterity saving throw. On a failure, the attacking creature takes 18 (4d6+4) kinetic damage and has disadvantage on the triggering attack roll. On a success, the attacking creature takes half damage.

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.

The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"YzhmMGI5ZmM2YzYx","name":"IWS Antiarmor Mode (6/day)","type":"feat","data":{"description":{"value":"

.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"OWQ0ZmNjOGY3ZmIx","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]}],"effects":[]} +{"_id":"8W1L8wPbSD2I5BVu","name":"Gamorrean Minion","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":23,"min":0,"max":23,"temp":0,"tempmax":0,"formula":"3d8+9"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":23,"min":0,"max":23},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, The Gammorean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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\"The starfleet is a sea. It is endless, cannot be beaten, and given enough time turns even the strongest rocks to sand.\"

- Grand General Cassio Tagge

Military unit type
Navy

Commanding officer(s)

  • Darth Sidiuous (as Galactic Emperor)
  • Admiral Conan Antonio Motti (Chief of the Imperial Navy)
  • Fleet Admiral Gallius Rax (Post-Battle of Endor)
  • Grand Admiral Rae Sloane
Sub-unit(s)
  • Admiralty (Imperial Navy High Command)
  • Death Star trooper officer corps
  • Imperial Navy Judicial Panel
  • Imperial Navy's officer corps
  • Imperial Starfighter Corps
  • Logistics Division
  • Military Police
  • Naval chiefs
  • Naval Command and Control
  • Office of the Navy's barrister advocate
  • Orbital Command
Formed fromRepublic Navy
Date founded19 BBY
Date fragmented4 ABY
Date reorganizedAfter 5 ABY, as the First Order Navy

Affiliation

  • Galactic Empire (Imperial Military)
  • Core and Inner Rim Imperial remnant

The Imperial Navy, also known as the Imperial Starfleet or the Imperial fleet, was the naval branch of the Galactic Empire's military. It was created in the wake of the Clone Wars, when Chancellor Sheev Palpatine transformed the Galactic Republic he led into an authoritarian Empire. Consisting mainly of Star Destroyers and TIE fighters, the Imperial Navy was tasked with maintaining order in the galaxy.

Background

With the rise of the New Order, the massive military buildup that became synonymous with the late Galactic Republic in an effort to combat the Separatist Alliance in the Clone Wars was continued and expanded in the now Galactic Empire. When the Separatist leadership was executed at Mustafar by Darth Vader; then Supreme Chancellor Palpatine announced his plans for the galaxy since the beginning. Officially wiping away the thousand year old Republic by announcing the creation of the Galactic Empire, with himself as Galactic Emperor.

After the the rise of the New Order, the Imperial Navy was created from the remains of the Republic Navy at the end of the Clone Wars, and inherited its proud naval tradition that dated back thousands of years. It came to have its own starships that patrolled the vast majority of Imperial space throughout the reign of Emperor Palpatine's New Order.

After the establishment of the Imperial Navy, it became the primary projection of the Imperial Military's arm, becoming the largest branch in the Armed Forces with its enormous fleet of vessels and millions of personnel.

History

Rise of the Imperial Fleet

Almost immediately, any reminders of the Old Republic were removed, with the Grand Army of the Republic renamed the Imperial Army and Republic Navy reorganized as the Imperial Navy. The distinctive red coloring of Venator-class Star Destroyers were almost immediately painted a more subdued grey, along with the eventual uniform and equipment upgrades for the countless men and women in the Imperial Military. In the days following the proclamation of the New Order, the Imperial Navy would continue to utilize the popular Republic-era Alpha-3 Nimbus-class V-wing starfighters along with the mass produced Aggressive ReConnaissance-170 starfighter, while Darth Vader would receive his own black Eta-2 Actis-class light interceptor until he would eventually pilot his much improved TIE Advanced x1 which first saw usage during the Siege of Lothal four years prior to the Battle of Yavin.

With the destruction of the planet Anaxes and its shipyard facilities due to a cataclysmic event, corporations such as Sienar Fleet Systems and Kuat Drive Yards took up the mantle of producing the newer Imperial vessels coming into production. The Imperial I-class Star Destroyer would come to represent the new image of Imperial power and would eventually become the most feared and recognizable image of the Empire, with a mere Star Destroyer usually enough to bring treasonous systems in line through sheer threat of force. Due to their impressive armaments and imposing nature, nearly 25,000 Destroyers would be in operation at the height of the Empire's power.

The Imperial Navy would be occupied in subjugating remaining Separatist holdouts throughout the galaxy for at least five years following at Empire's rise along with cementing its political and territorial stability, allowing a sense of peace and prosperity to return to the Core Worlds. Four years after the Empire's rise, the Imperial-class Star Destroyer Perilous would be dispatched to quell the Free Ryloth movement over the Outer Rim world of Ryloth. However unbeknownst to the Imperials it would also be subject to an elaborate trap set by the rebels, in which it would be the first ISD to be destroyed to Moff Delian Mors knowledge. Nevertheless, the vessel would continue to be one of the most dreaded ships in the Imperial Fleet.

Five years into Imperial rule, the Imperial Navy began replacing its aging ARC-170 starfighters with the newer TIE Starfighter line, however Republic-era ships and equipment would still be utilized as the newer models were distributed. The Navy would also commission the Carrion Spike as Moff Tarkin's personal corvette, however a rebel cell led by former Republic Intelligence Captain Berch Teller would end up stealing the ship, causing a major political nightmare and military embarrassment for the Empire, with numerous star systems falling victim to the advanced ships weaponry and mechanical systems. The ship was ultimately destroyed after attacking a supply convoy carrying parts for the Empire's rumored Ultimate Weapon, which only later the galaxy would know as the Death Star. The cell along with its collaborators would be captured, interrogated and executed, while the Naval Intelligence Agency created during the rise of the Empire would be folded back under Imperial Intelligence following the discovery that one of its leaders and member of the Joint Chiefs was conspiring with the rebels in hopes of destroying them and thus receiving a promotion. Ultimately, the Empire had successfully dealt with a potentially hazardous situation, all while keeping details of its new superweapon a mere rumor.

Eight years after the formation of the Empire, the Imperial Navy would be engaged in the Gorse conflict which would see the Imperial-class Star Destroyer Ultimatum commanded by Rae Sloane deployed to the Gorse system. With the Empire interested in increasing efficiency in the system due to the rare abundance of Thorilide found within, with Thorilide being a vital part in the construction of turbolaser batteries and thus essential for the expansion of the Imperial Starfleet. A brief encounter with rebels would occur, after which the planet would be secured, and production would be transferred to Baron Lero Danthe. Also around this time, the Empire would begin to utilize Gozanti-class cruisers to transport materials, slaves and other vital resources.

A growing insurrection

Thirteen years into the Empire's reign, an insurgency would tie up Imperial resources over the backwater agricultural world of Lothal, in which a rebel cell would continually harass and destroy Imperial resources. With Sienar Fleet Systems engaged in the lucrative production of TIE fighters for the Empire, along with the production of the new TIE Advanced v1, precursor to the x1, numerous Imperial-class Star Destroyers would be sent into orbit in an effort to capture the rebel group, along with the eventual redeployment of Grand Moff Tarkin to deal with the terrorists a year later. After capturing the Jedi in charge of the cell, Tarkin's new flagship, the Sovereign, would escort the Jedi survivor to Mustafar, where a small rebel fleet would engage it and several other Star Destroyers, destroying the Sovereign in the process but not before Tarkin managed to escape. The destruction of the Sovereign would continue to be remembered years later by soldiers of the New Republic.

The brutal Siege of Lothal would eventually be ordered by Darth Vader, in which multiple TIE/LN starfighters would scour the planet in an effort to locate the rebels and strike fear into the local population. Eventually forcing the rebels to flee Lothal, while the Imperial Navy would be able to deal a heavy blow to the Phoenix Cell in a pitched space battle. Nonetheless, a growing rebel network would cause worry within the higher echelons of the Empire, and along with it inspiring a greater emphasis on dealing with the growing insurrection.

Fourteen years after the Empire's political formation, Imperial Interdictor vessels would still be undergoing tests in locations such as the Del Zennis system, with the unique Imperial Interdictor improving on the design flaws of its predecessors roughly a decade ago. As a result, specialized test zones would be erected to test the ships capabilities, while Imperial weapons technicians would wear a specialized gold-colored uniform variant denoting the uniqueness of the project.

Nineteen years after the founding of the Galactic Empire, the Death Star would be ready for usage after its lengthy construction, demonstrating its firepower on the populous world of Alderaan in an effort to persuade then captive Princess Leia Organa to reveal the presence of a rebel base for the recently formed Alliance to Restore the Republic, following capture aboard her CR90 corvette the Tantive IV over Tatooine by the Imperial-class Star Destroyer Devastator, which also served as Lord Vader's personal flagship. In an instant, the influential world was destroyed, however an unlikely band of rebels, along with an older Jedi Master Obi-Wan Kenobi managed to free the princess and escape to the Alliance's base on Yavin 4. Unbeknownst to the rebels, a homing beacon had been installed on their ship, the Corellian YT-1300 light freighter Millennium Falcon leading the Death Star to the planet. During the intense Battle of Yavin, Luke Skywalker managed to fire the shot that would ultimately destroy the Empire's dreaded battlestation.

The Galactic Civil War

Following the destruction of the first Death Star, the Empire immediately began construction on the newer and more powerful DS-2 Death Star, all while the Imperial Military reeled at the loss of such a sizable portion of its martial forces. With nearly all of the Joint Chiefs of the Empire located on the battlestation when it was destroyed, General Cassio Tagge was promoted to the newly created rank of Grand General, receiving command of nearly all Imperial Military resources, while junior officers were quickly promoted in order to fill in the positions of the newly deceased. Simultaneously, Admiral Kendal Ozzel would personally issue a communique ordering the fleet into battle readiness. The Imperial Military also underwent a mass reorganization, rescinding the classification of Imperial Navy and Imperial Army pilots and engaging in rushed and scrambled offenses often with low quality intelligence in an effort to keep the rebels off balance.

Mobilizing for a galactic war, the Imperial fleet also began occupying notorious spice worlds such as Kerev Doi in an attempt to cut off potential sources of income for the Rebel Alliance. In a rapid blow and taking advantage of the Imperial Navy's—and Empire's temporary vertiginous state, the Rebel Alliance managed to destroy Weapons Factory Alpha located in the Corellian Industrial Cluster on Cymoon 1, the largest weapons factory in the galaxy and essential for Imperial Military production. Bombing the Imperial shipyards at Kuat and a supply base at Imdaar, the Rebellion also launched a series of over a dozen attacks against Imperial forces scattered across the galaxy. As a result, the Empire would be forced to deal with the Hutt Cartel in order to procure the necessary resources to rebuild from such a military setback. Grand General Tagge also noted how increased pirate attacks against Imperial convoys was only natural considering the loss of such a symbol of Imperial power.

Nonetheless the Empire's resolve would only increase in its pursuit of the rebel fleet, in which an elaborate scheme was put in motion attempting to sway the genius Drusil Bephorin to their cause who could reputedly discover the fleet through advanced mathematics. After a daring rescue led by then-Lieutenant Luke Skywalker, Drusil managed to escape her captivity on Denon as well as multiple Star Destroyers in pursuit. Also successfully eluding numerous Immobilizer 418 cruisers attempting to draw them out of hyperspace, she and her family safely arrived on the ocean world of Omereth. With the rescue of Drusil to the Alliance's cause, the Empire would suffer a decisive defeat, all while giving the Rebellion an edge in its fight against the New Order.

In the three years before the Battle of Hoth, the Empire would send numerous Viper probe droids to scour the galaxy for any hint of the rebel fleet, and later the presumed rebel base of operations. After a lone probe managed to discover the rebels at Echo Base on the remote ice world of Hoth, the Empire would assault the system under the newly formed Death Squadron, lead by no other Darth Vader himself aboard his new flagship the Executor-class Star Dreadnought, Executor. Seeking to surprise the rebels, Admiral Kendal Ozzel entered the system near the planet, alerting the Alliance to their presence and thus allowing them to raise their defensive shields, forcing a ground-based assault to ensue rather than an orbital bombardment. Choked by Vader for his arrogance, he installed Captain Firmus Piett in command of the Executor, all while the massive Battle of Hoth would ensue on the planet's surface. With Death Squadron in orbit, escaping transports were shot down and destroyed, with Admiral Jhared Montferrat taking down the transport that carried the wife of young rebel Adon Fox. However, the planetary v-150 ion cannon managed to temporarily disable various Imperial-class Star Destroyers, allowing numerous rebel sympathizers to escape.

Seeking to end the rebellion once and for all, a mere year later Emperor Palpatine opted to leak just enough information to the Bothan spynet and thus the Rebel Alliance that a new, more powerful Death Star was in construction over the forest moon of Endor, and that he himself would be overseeing its final stages of construction personally. Tempted, the Rebel Alliance began massing its fleet in the Sullust system, in which the Emperor ordered the Imperial Navy to ignore, hoping for the rebels to commit all their forces to a doomed attack. In preparation, Imperial naval resources gathered for the encounter in the Hudalla system.

Later arriving in the Endor system, the rebel fleet was surrounded by the single largest gathering of Star Destroyers in Imperial history, as well as a fully armed and operational Death Star, contradictory to the information that had been given to them. The Emperor however, seeking to turn a captive Luke Skywalker to the Dark side of the Force decreed that only the fighters engage the rebel fleet in an effort to prolong the encounter and thus enrage Skywalker. Unfortunately for the Emperor, not only would Luke Skywalker refuse the offer and become a Jedi Knight in his own regard, but the rebel strike team sent to disable the Death Star's shield generator on Endor would succeed, allowing the rebels to enter the unfinished Death Star II and destroy its main reactor. With the death of the Emperor by the hands of his own apprentice, the Galactic Empire and thus the Imperial Military would be thrown into a state of disarray following the loss of their leadership. The Battle of Endor had ended a clear defeat for both the Empire and Imperial Navy.

Post-Endor Conflicts

Imperial fragmentation

\"Portions of our naval fleet have been hidden since not long after the destruction of our glorious battle station over the Endor moon. These fleets are not as large as the one we currently control here in the Vulpinus. Yet there are substantially just the same: hundreds of Star Destroyers, thousands of smaller craft.\"

- Fleet Admiral Gallius Rax

The Empire immediately entered a state of chaos after the death of its Galactic Emperor, with civil unrest across the galaxy and numerous individuals claiming to be be the rightful heir to the throne. Nonetheless, Imperial records would be in shambles for months in an attempt to confirm the deaths of personnel lost aboard the second Death Star, all while combating the new threat of the New Republic. Hearing of the Emperor's defeat at Endor, Governor Ubrik Adelhard would lock down the Anoat sector to all traffic, creating what would come to be known as the Iron Blockade. Subsequently numerous splinter fleets would separate from the Imperial Navy, while infighting and betrayal would spill blood in what the Imperial HoloNet would deem skirmishes and mutinies, all the while the full-scale galactic war that began following the Battle of Hoth would continue with increased ferocity. The Imperial Navy would also encounter fuel shortages, as Republic attacks forced Imperial vessels to flee, thus burning more fuel than what could be supplied.

After the death of the Emperor, Sentinel droids were sent to \"selected\" Imperial officers. These officers included Admiral Garrick Versio,[49] and Captain Lerr Duvat. They were ordered to begin Operation: Cinder, and emergency directive to tear apart the Empire. This could be done by experimental weather arrays.

In an effort to re-organize a fractured Empire, a secret Imperial gathering over the Outer Rim world of Akiva would commence in the months after the Battle of Endor, called the Imperial Future Council. Unfortunately, the meeting failed after the New Republic received word of the gathering and arrived en masse in the system, forcing a major space battle to ensue. The Republic had received information about the conference from a mysterious source known as the Operator, who was actually the Imperial Fleet Admiral Gallius Rax. Rax supplied information to the New Republic in order to eliminate his political rivals. Admiral Rae Sloane survived the battle and reunited with the Fleet Admiral in the Vulpinus Nebula.

The fragmentation of the Imperial war machine would also hamper Imperial Military production in the months after the Battle of Endor, creating a supply shortage of TIE/LN starfighters and forcing Star Destroyers to head out with less craft. Lack of trained personnel also harrowed the Imperial Navy, while the once mighty fleet was reduced to a single Super Star Destroyer, the Ravager. Following the events on Akiva, Rae Sloane became Grand Admiral and assumed leadership of Imperial forces in the Vulpinus Nebula; the largest of the Imperial remnant forces. In secret, Fleet Admiral Rax ruled the Imperial forces from behind the scenes. Sloane later discovered evidence that at least a quarter of the Empire's Star Destroyers and the Emperor's Super Star Destroyer Eclipse had mysteriously disappeared instead of being destroyed in battles with the New Republic as reported in the Imperial records.

During the inaugural meeting of the Shadow Council, Rax revealed that he secretly commanded substantial Imperial fleets consisting of hundreds of Star Destroyers and thousands of smaller craft in the Almagest, the Recluse's Nebula, the Queluhan Nebula, the Ro-Loo Triangle, and the Inamorata. Rax also used the Imperial-held foundry worlds of Zhadalene, Korrus, and Belladoon to produced war material including new TIE fighters for the Imperial war effort. Following the loss of Kashyyyk and the attack on the New Republic capital of Chandrila, Rax took power as Counselor to the Empire. To test the mettle of his new armada against the New Republic, Rax ordered the Imperial fleets to assemble on the planet Jakku.

Showdown on Jakku

\"I must be a stronger blade! A... a blade with which to slit the throats of the traitors that crawl on their bellies toward our door!\"

- Captain Groff, before his death during the Battle of Jakku

After the discovery of Imperial forces at Jakku, the New Republic dispatched forces to take on the Empire following a Galactic Senate vote. A year and four days after the Battle of Endor, the Galactic Empire would be engaged in a major land and space battle over the desert world of Jakku against the New Republic. While Rax went to prepare the next stage of the Emperor's posthumous Contingency plan (which involved blowing up the planet Jakku while he and a chosen elect fled into the Unknown Regions), Grand Moff Randd commanded the Imperial fleet from the Ravager.

During the battle, the Imperial Navy formed a tight, protective wall around the Super Star Destroyer Ravager. This blunted the New Republic assault. As the battle raged, Captain Groff of the Star Destroyer Punishment panicked and rammed his Star Destroyer into a New Republic ship. This allowed the New Republic Commodore Kyrsta Agate to find a gap and bombard the Ravager. The Super Star Destroyer quickly crippled Agate's Starhawk-class battleship Concord but Agate managed to trap the Ravager in her ship's tractor beam. The downing of the Ravager turned the tide of the battle in the New Republic's favor. The ship's commanding officer Randd abandoned his post and fled in an escape pod.

With the growing New Republic Defense Fleet needing ships to supplement its military forces, it also embarked on a campaign to board and capture Imperial vessels during the battle. Lieutenant Thane Kyrell led a New Republic boarding party which boarded the Imperial-class Star Destroyer Inflictor in an effort to capture its first Star Destroyer. The attempt ultimately failed when Captain Ciena Ree crashed it onto the planet's surface below. Meanwhile, Grand Admiral Sloane joined forces with her New Republic opponents Norra Wexley and Brentin Lore Wexley to stop Counselor Rax from detonating Jakku and destroying the Imperial and New Republic forces.

Amidst the loss of the Ravager and the death of Gallius Rax, Grand Vizier Mas Amedda signed the Galactic Concordance with the New Republic; formally ending the Galactic Civil War and facilitating the Empire's surrender to the Republic. Per the terms of the Empire's surrender, the Imperial government was dissolved and all surviving Imperial military officers were designated as war criminals. Despite the Empire's surrender, several Imperial captains continued fighting at Jakku. Some crashed their ships onto the surface and tried to drag their enemies with them. Other Imperial captains fled with their warships into the Unknown Regions, using secret coordinates that had been supplied as part of the Contingency. Meanwhile, Grand Admiral Sloane, the highest ranking officer in the Imperial Navy, along with Brendol Hux, his son Armitage Hux, and several child soldiers rendezvoused in the Unknown Regions with the Emperor's command ship Eclipse, which had been sent into the frontier in advance as part of the Contingency.

Defeat and rebirth

\"You will be avenged—when the Empire rises again.\"

- Nash Windrider

The Battle of Jakku was a catastrophic defeat for the Empire which turned the tide of the war decisively in the New Republic's favor. With few Star Destroyers left, the severely depleted Imperial fleet was confined to pre-determined regions within the Core Worlds and the Inner Rim. With talk that the Empire would be forced to engage in diplomatic talks with the New Republic in the month following the Battle of Jakku, many believed its collapse and ultimate surrender was imminent. Unbeknownst to the rebels, Imperial forces under Grand Moff Randd and Commander Nash Windrider had secretly used the time to amass its ships in the Queluhan Nebula, which masked it from enemy sensors in an endeavor to assault the Republic once again. With a clear chain of command reestablished and the factionalism that had previously divided the Empire swept away—along with weapons upgrades to its TIE/LN starfighters, the Imperial Navy stood ready to strike again.

Ultimately, the remnants of the Empire were defeated by the New Republic. Under the terms of the Galactic Concordance, the former Empire was forced to disarm its military forces and to pay punishing war reparations. A group of Imperial hardliners as per the Contingency relocated to the Unknown Regions where they remained for the next three decades. During that time, they re-consolidated themselves as the First Order, a military junta that admired the New Order and sought to \"restore it\" to the Galaxy. In 28 ABY, an individual at a cantina on Pamarthe stated that they thought the Imperial fleet still existed and would strike again.

In 21 ABY, the First Order embarked on an expansion of the old Imperial fleet, which had reinvented itself as the First Order Navy. To fund this rearmament program, the First Order channeled considerable funds into sympathetic Centrist senators in the New Republic like Lady Carise Sindian. Lady Carise used these funds to arm and train the Amaxine warriors, a paramilitary group led by Imperial loyalists including Arliz Hadrassian. To hide these funds, the First Order and their Centrist collaborators bankrolled the Nikto crime lord Rinnrivin Di's cartel. The profits from Rinnrivin's cartel were channeled back to shadow corporations in the Outer Rim run by Centrists, who transferred the funds back to the First Order. Despite an investigation launched by Senators Leia Organa and Ransolm Casterfo which neutralized Rinnrivin and the Amaxines, the First Order Navy succeeded in rebuilding its fleet by the time of the Cold war.

Organization

Administration

The Imperial Navy was commanded by Galactic Emperor Palpatine and the Joint Chiefs of the Empire, while admirals and captains assumed responsibility for their respective craft and would be informed of any long-term plans. The Admiralty was the overall leading unit of the navy and included Imperial Navy High Command. Naval Command and Control and the Naval chiefs also oversaw the tactical strategy of the Navy, and reassigned ships to trouble spots and plotted long-term strategy under the oversight of both the Emperor and Joint Chiefs. The Imperial Starfighter Corps also aided in overall naval operations, and disliked the Admiralty's push towards Kuat Drive Yards near monopoly on capital ship production due to a belief that TIE/LN fighters were purposely weakened to ensure continued production and purchases from the company would continue.

Similar to the Army, the Imperial Navy contained multiple branches responsible for various aspects of naval warfare, of which the most important and well known was Fleet Command. Fleet Command controlled the Imperial Navy's sub-capital and capital ships, and the lowest recruits to the Admiral of the Fleet fell under its auspices.

It was highly unusual for officers to receive captaincy of a Star Destroyer until middle age, while being assigned captaincy of smaller craft was considered to be ignominious. It was common practice for the Imperial Starfleet to often amass ships in an attempt to intimidate various worlds, officers sometimes gathered their respective ships in an attempt to display their power and impress superiors, with the more ships and men under ones command the more important that person was considered. With the Emperor commanding the most ships and men, he was easily considered the most important. The Navy also worked in conjunction with the Imperial Security Bureau, who installed an internal affairs officer aboard every Imperial-class Star Destroyer and Executor-class Star Dreadnought, while the Naval Intelligence Agency and its oversight by Imperial Intelligence provided vital information for the armada.

Order of Battle

In order to patrol the vast expanses of Imperial space, the Empire would split up varying amounts of naval forces into fleets, commanded by an admiral, a Fleet Admiral, or a Grand Admiral. Sector fleets controlled specific sectors of the galaxy, such as the Lothal sector fleet and the Anoat sector fleet. However, other fleets were mobile, being sent to conflicts where they were needed. These types of fleet included the Third Fleet, Seventh Fleet, Eleventh Fleet, and Death Squadron.

These fleets typically contained half a dozen Star Destroyers as their backbone, and were augmented by various carriers, starfighters, transports, gunboats and other support craft. Specific composition and size of a fleet varied dramatically on the fleet's mission and the political power of its commander.

Task forces were units of ships smaller than fleets that were usually under the command of an commodore or admiral whose flagship was an Imperial-class Star Destroyer. Notable task forces included the 96th, the 103rd, the 125th, the 231st and Carlou Gendling's task force.

By the height of the Galactic Empire, approximately 25,000 Imperial-class Star Destroyers would have been in use, while 20% of the Empire's starfighter fleet would be made up of the TIE/IN interceptor and other newer models in direct response to the Alliance's faster vessels such as the RZ-1 A-wing interceptor coming into production.

Personnel

\"Ships, like men, must be used until they break.\"

- Governor Everi Chalis

Specializations

While the Imperial Navy was known mostly for its imposing dagger-shaped ships, Imperial manpower was also vital for the utilization of those craft. Dividing its personnel into the classification of either officer or enlisted, officers often received extra pay and visitation rights to their families more than once every five years for those from the Core Worlds, who often limited their communication to and from their families to demonstrate their commitment to the cause. Officers were encouraged to drink a nutritive slurry instead of regular food in order to conserve resources, however senior officers could gorge themselves without appearing feeble, and commissaries on various Imperial stations often served exotic foods, albeit for a stiff price. All officers and stormtroopers were required to have an innate combat readiness, and were expected to pass repeated certifications in various forms of self defense, weapon and vehicle handling, however at higher ranks these requirements lessened somewhat. Gambling was expressly forbidden within the military, with harsh punishments for those engaging in the activity. Those that shirked from duty could be reported for cowardice.

The enlisted ranks comprised the bulk of Imperial manpower, often filling in vital roles in maintaining, operating and providing assistance to the Imperial fleet with positions such as Imperial Navy Troopers (including their Death Star counterparts), flight commanders, duty officers and technicians. While only ten percent of TIE pilots graduated from the Imperial pilot training program, all pilots were still expected to be able to maintain and repair all single- and dual-pilot craft, and would often fly low over areas that needed to be reminded of the Empire's strength.

Crewmen often worked in sunken data pits—which denoted command hierarchy—located on the bridges of capital ships, and oversaw all data and intelligence transfer throughout the entire vessel, and could provide auxiliary navigational assistance to other craft in the system. While not all Imperial facilities utilized sunken data pits, Wilhuff Tarkin preferred their design and had them installed at the prefabricated Imperial facility known as Sentinel Base. Imperial weapons technicians operated the turbolaser batteries on various Imperial craft, while their elite gunners manned the Death Star's superlaser.

Handling logistical operations on Imperial Navy vessels were fleet logistics liaisons from the logistics corps.

There existed a form of rivalry between the Navy and the Imperial Army, with some naval officers having accused their colleagues of being pompous, unimaginative and arrogant. A rivalry also existed between Imperial Army and Imperial Navy pilots due to the latter often receiving better public recognition through the HoloNet News.

The Imperial MSE-6 series repair droid was utilized in most Imperial vessels to clean the floors.

Training

\"You, too, can be part of the Imperial family. Don't just dream about applying for the Academy, make it come true! You can find a career in space: Exploration, Starfleet, or Merchant Service. Choose from navigation, engineering, space medicine, contact/liaison, and more! If you have the right stuff to take on the universe, and standardized examination scores that meet the requirements, dispatch your application to the Academy Screening Office, care of the Commandant, and join the ranks of the proud!\"

- Advertisement promoting the Imperial Academy

With many attracted to the Imperial Navy by promises of decent pay and access to some of the most advanced ships in the galaxy, prospective Imperial cadets could attend a preparatory school on respective worlds such as at the Academy for Young Imperials on Lothal, and from there would be sorted into advanced Imperial academies for further training. Not all candidates continued on with their training however, with some returning to their previous lives or failing to meet requirements. Most slots in the Inner Rim were reserved for citizens of former Separatist worlds in an effort to increase their loyalty.

After completion of their preparatory school, trainees would then be sorted alphabetically into their future academy, such as at the Arkanis Academy, with the most prestigious being the Royal Imperial Academy on Coruscant. Imperial officer training was noted to be vigorous, with frequent inspections and topics such as Core Worlds Classical Culture, Security Protocols and Interrogation Techniques, Large Vessel Design, Amphibious Battle Tactics and Large Vessel Design, along with training in numerous flight simulators. Imperial TIE pilots were trained that aiding fellow fliers was low priority unless no other task was assigned. Additionally, recruits could participate in athletic activities and compete professionally in Naval Corps Boxing, all for the chance of winning the belt. Cadets were ultimately separated into various tracks such as the command track or elite flight, while at the Royal Academy top cadets could attend a reception and ball at the Imperial Palace along with hundreds of senior military and government officials.

Upon graduation, trainees were commissioned as lieutenants, while they were also allowed a postgraduate visit back to their homeworlds. Further into their military careers, it was frowned upon to take recreational time off, while the vast majority of Imperial officers remained in service until they hit the mandatory retirement age or died. The Medal of Honor was one of the highest forms of Imperial commendation, lower only to the prestigious Distinguished Medal of Imperial Honor, given only for the greatest acts of sacrifice.

Ranks

Rank was determined by wearing a color-coded rank insignia plaque which utilized red, blue and yellow squares. An admiral was identified by twelve multicolored squares, six red over six blue; however, black-uniformed officers were identified with six colored squares side by side for the rank of admiral, four red and two yellow along with red-tipped code cylinders, unlike the blue tipped variant used by other officers. A captain was identified by six squares of three red over three blue. The prestigious title of Grand Moff was identified with twelve squares, six blue over three red and three yellow. While most high-ranking officers wore olive-green drab and lower ranking noncoms wore black uniforms, some officers could rise up the ranks and keep their black uniform variant.

The ranks of the Imperial Navy, arranged from lowest to highest, were: Ensign, Lieutenant (subdivided into Junior and Senior Lieutenant), Captain, Lieutenant Commander, Commander, Commodore, Rear Admiral, Vice Admiral, Admiral, Fleet Admiral, Grand Admiral, and Admiral of the Fleet. The Chief of the Imperial Navy was a single individual who served on the Joint Chiefs and advised the Supreme Commander of the overall Imperial Military.

A Flag Captain referred to a high-ranking individual who captained the flagship of an admiral. A Flag officer referred to a senior officer above the rank of commander.

It typically took ten to fifteen years to transition from ensign fresh from the academy to captain. Usually, a captain waited at least six more years before becoming commander. However, the High Command could speed up the process, especially for political reasons.

Equipment

Imperial uniforms varied depending on the specialization of the individual, ranging from protective armor to pressed jackets. Those of higher rank often wore the distinctive olive-green double-breasted tunic along with boots, trousers and a command cap displaying an officer's disk designed by Tarkin himself following the rise of the New Order. It saw wide service in both the Imperial Navy and Army, however a black variant was utilized by noncoms and stormtrooper officers.

Imperial weapons technicians wore distinctive clamshell helmets and partial body armor, while TIE pilots wore encased full body armor with helmets similar to those worn by stormtroopers, along with with flexible gas transfer tubes in the front of their helmets along with other modifications for operating in the vacuum of space.

Starships of the Imperial Navy

Capital ships

\"We will apprehend them, my lord. Even if that requires repositioning half the capital ships in the fleet.\"

- Vice Admiral Dodd Rancit, to Emperor Palpatine

During its reign of the galaxy, the Imperial Navy used a plethora of capital ships as flagships and command ships. Several varieties of Star Destroyer were used, including the common Imperial-class Star Destroyers which consisted of both Imperial I- and Imperial II-class Star Destroyers, as well as the Interdictor-class Star Destroyer, the qaz-class Star Destroyer, the Secutor-class Star Destroyer, the Tector-class Star Destroyer, the Venator-class Star Destroyer, the Victory-class Star Destroyer, the Gladiator-class Star Destroyer, and the Onager-class Star Destroyer.

Although a rarer sight than a Star Destroyer, dreadnoughts were even more formidable ships. Thirteen Super Star Destroyers were in Imperial service prior to the Battle of Endor, including several Executor-class Star Dreadnoughts which consisted of the Executor I-class Star Dreadnought and the Executor II-class Star Dreadnought. The Assertor-class Command Dreadnought, acted as a sector command ship, and a heavy weapons platform. The Asteroid Dreadnought was rumoured to be in the Navy's possession.

Smaller craft

Along with its massive capital ships, the Imperial Navy also employed smaller vessels for support or other purposes not fit for a Star Destroyer. These included cruisers, such as attack cruisers, bulk cruisers, battlecruisers, Detainer CC-2200s, Gozanti-class cruisers, IGV-55 surveillance vessels, Immobilizer 418 cruisers, Cantwell-class Arrestor Cruisers, Carrack-class light cruisers, and both Arquitens-class command cruisers and light cruisers. A modified variant of the Arquitens-class command cruiser was the prison-tug, which served as a cruiser and tug for wreckage-prisons. A tractor tug was a model of tug utilized by the Empire.

Carriers were also widely used. Notable Imperial carrier ships included the Gozanti-class Assault Carrier, the Imperial escort carrier, and Quasar Fire-class cruiser-carrier which consisted of both the Quasar Fire I-class and the Quasar Fire II-class cruiser-carrier.

Corvettes such as the CR90 corvette and the Raider II-class corvette were also utilized.

Notable frigates used included CC-7700 frigates, EF76 Nebulon-B escort frigates and Razor-class frigates.

Other vessels in this category included the Imperial Support Vessel.

Freighters and cargo transports

To move large amounts of materials across the galaxy, the Imperial Navy used freighters and similar vessels. Common freighters and barges included the class four container transport, the Eta-class supply barge and the Imperial heavy freighter.

Troop and vehicle transports

Small craft dedicated to deploying troops and ground vehicles were known as dropships. Known dropships included the Theta-class barge, the Y-45 armored transport hauler and the Y-85 Titan dropship.

The type of transport called the Imperial Dropship Transport also performed this role, as did smaller gunships like the Low Altitude Assault Transport/infantry and the LAAT/le gunship.

Shuttles

Used to ferry around Imperial personnel, common shuttles included the Lambda-class T-4a shuttle and Delta-class T-3c shuttles of the Abecederian line, as well as Sentinel-class landing crafts, Theta-class T-2c shuttles, Zeta-class cargo shuttles and Zeta-class shuttles. The TIE/sh shuttles and TIE Boarding Crafts from the TIE line were also used as shuttles.

Starfighters

Belonging to the Imperial Navy's own Imperial Starfighter Corps, notable starfighters included the Alpha-3 Nimbus-class V-wing starfighters, Aggressive ReConnaissance-170 starfighters and Eta-2 Actis-class light interceptors. These were, however, later replaced with new TIE line starfighters, such as the TIE/D Defender (and its elite variant), the TIE/IN interceptor, the common TIE/ln space superiority starfighter, the TIE/rb heavy starfighter, the TIE/sa bomber, the TIE/sk x1 experimental air superiority fighter, the TIE/rp Reaper attack lander, the TIE Advanced v1, the TIE Advanced x1, the TIE/ag \"Aggressor\" Starfighter, the TIE/ca \"Punisher\" Starfighter, and the TIE lander. The TIE/ph \"Phantom\" Multi-Role Stealth Starfighter, was equipped with a cloaking device. Outside the TIE line was the prestigious VT-49 Decimator.

Space stations

Imperial construction modules, were used as staging areas, and for construction. The first and second Death Stars were battle stations within the Imperial fleet. The Wrath was a space station that orbited the planet Ponemah Terminal. The Torpedo Sphere that was rumored to be in the Empire's possession was classified as a space station and siege platform. The Shield Gate, orbiting Scarif, protected the Imperial security complex. Hivebase-1 was a top-secret space station used by the Tarkin Initiative as an archive station, it was one of the largest archives ever built. The supertanker fuel depots were mobile space stations designed by the Empire. For planetary defense included the FireStar II-class Orbital Defense Platforms, and the Golan I Space Defense Platforms, these include its other variants. Harbor-class Mobile Space Docks acted as mobile repair yards for Imperial fleets and battlegroups. Mk IX Orbital Maintenance Depots, were massive shipyards that could provide service to dreadnoughts.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 4 (1d4+2) energy damage

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MmEwYzkzYWE3MTY5","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +0, Range 100/400 ft., One target. Hit : 2 (1d8-2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":-1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8-2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"ZTM4MDQ0MmNkNTRj","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MGRkYzhjZThmOGNi","flags":{},"name":"Infect Host","type":"feat","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

.

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a DC 12 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take 5 (1d10) poison damage. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MjhmZmUyOWNhMzk4","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/383_-_Mnggal-Mnggal_Zombie_Trooper/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock swarm can survive in any type of atmosphere or vacuum.

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The mynock swarm has advantage on an attack roll against a creature if at least one ally of the mynock swarm is within 5 feet of the creature and the ally isn't incapacitated.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small mynock. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (4d6+3) kinetic damage.

The swarm loses 3 (1d6) hit points, and a mynock attaches to the target, and is considered a separate creature with its own statistics for the remainder of combat.

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DesignationNon-sentient
ClassificationSpider
Skin color
  • Grey
  • Red
  • Green
  • Blue
Eye color
  • Yellow
  • Blue
  • Red
Distinctions
  • Intelligent pack-hunting behavior
  • Tracking skill
  • Thick immobilizing web strands
  • Poisonous mandibles
HomeworldKashyyyk
HabitatJungles and caves
DietCarnivore

Wyyyschokk were a species of spider that lived on the planet Kashyyyk. Both highly intelligent and extremely hostile, they could ensnare prey by casting webbing at them from a distance, and would often wait to ambush their prey by attacking them from above or below. A notable subspecies was the Albino Wyyyschokk.

Biology and appearance

Wyyyschokk were a large species of spider native to the planet Kashyyyk. Wyyyschokk were highly intelligent and hostile to most sentient lifeforms. They were capable of launching a web-like enzyme from their mandibles.

An adult wyyyschokk was capable of laying up to 1,000 eggs per year. To protect their young from predators, they crafted extremely durable egg sacs out webbing, saliva, and a unique secretion from lymphatic nodes under each leg. Once an egg hatched, it could take the young wyyyschokk up to five days to eat their way out of the sac, leaving them ravenous and ready to attack anything on sight.

Behavior

Wyyyschokk were known to attack by casting a web-like enzyme at their target, and would often attempt to ambush prey by dropping from the forest canopy or hiding underground.

The species was so prevalent on Kashyyyk that at least 15% of the planet's forests were estimated to be covered in their webs. Due to this, young Wookiees were taught to defend against the creatures at ages as early as three years old.

History

In 14 BBY, Cal Kestis encountered and was attacked by several wyyyschokk (including one Albino) while exploring Kashyyyk.

A blue wyyyschokk followed the Imperial stormtrooper Wayson Dower after his platoon was decimated by Wookiees. After he regrouped with two other troopers—Milo Strander and Sterns Yennich—the spider continued to track the trio as they made their way back to their drop zone. Yennich, unaware of the danger, stepped into a clearing lacking adequate protection from below, and was attacked by the spider. After slicing through the trooper's leg armor with one of its legs, causing a large amount of blood to flow, the wyyyschokk bit through the bark Yennich was standing on, piercing his chest. Curling into a ball due to the venom, he offered no resistance to the spider, which pulled him down for consumption.

About 2 BBY, Sith Lord Darth Vader sent his secret apprentice, Starkiller, to raise an army to oppose the Galactic Emperor. In order to gain the help of Bail Organa of Alderaan, he journeyed to Kashyyyk to retrieve the senator's daughter, Leia Organa. Making his way toward the Imperial skyhook anchor facility where she was being held, Marek encountered several giant weavers lying in wait for him. He barely survived the ambush and thereafter traveled through the upper levels of the jungle canopy.

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

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The wyyyschokk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The wyyyschokk ignores movement restrictions caused by webbing.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage.

The target must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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Ranged Weapon Attack +6, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

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\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OGM3YWJlZmVmMmVj","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NTNjNGVlMzFjNTU0","flags":{},"name":"Reactive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

The squad can take one reaction each turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjVhZjAxNGJiODc0","flags":{},"name":"Squad","type":"feat","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium droid. The squad is immune to any power or effect that would alter its form.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NTZkMzRkOWUwMWI5","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

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The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NjA2NTJmYzQzM2Q2","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NDNhODcyN2UxNTJl","flags":{},"name":"Massed Fire","type":"feat","img":"systems/sw5e/packs/Icons/monsters/247_-_B1_Series_2C_Squad/avatar.webp","data":{"description":{"value":"

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The squad fires en masse at a point within 150 feetEach creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Kolkpravis Warrior makes two meelee or ranged attacks with its Shoni Spear.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Until the end of the turn, the Kolkpravis Warrior's speed increases by 60 feet and it doesn't provoke opportunity attacks.

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\"He's more machine now than man, twisted and evil.\"

- Obi-Wan Kenobi describes Darth Vader's cybernetics

HomeworldKalee
Species

Kaleesh

Cybernetics

Completely cybernetic except for brain, some vital organs, and parts of his head

A cyborg was any living, organic being, sentient or not, whose body was enhanced with machine parts. Cybernetic augmentation was an invasive process that changed a being's brain functions and physiology in significant ways, so much so that it was usually irreversible.

Cybernetic technology could be used to help repair a body or sustain a life to varying degrees. Luke Skywalker received a cybernetic hand after losing his original hand in a lightsaber duel, while almost the entirety of General Grievous' body was replaced by cybernetic limbs and other body parts. After falling to the dark side and becoming Darth Vader, Anakin Skywalker was severely burned on Mustafar, requiring him to live in a cybernetic suit of armor for the rest of his life. In addition, all of his limbs were amputated and required mechanical replacements. The Zero Angle cantina had a cyborg bartender, Florn. Guavian security soldiers were cybernetically enhanced humans that served as the enforcers of the Guavian Death Gang.

C-3PO often introduced himself using the phrase \"I am C-3PO, human-cyborg relations,\" though the term was technically a misnomer, as droids were not cyborgs.

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Cyborg Khagan has multiple pools of hit points, each of which is tracked separately. Damage and healing only applies to the currently active hit point pool. When a pool is depleted of all hit points, it becomes inactive. Only one pool can be active at any time. If a hit point pool is depleted, the Cyborg Khagan immediately saves against all ongoing conditions and effects. Any abilities which can reset do so. If all pools of hit points are inactive, Cyborg Khagan is killed. If Cyborg Khagan takes a long rest, it fully heals the currently active pool and fully heals one depleted pool.

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Cyborg Khagan rolls initiative with advantage. Cyborg Khagan starts with a number of villainous actions equal to one less than it's villainous multiplier. If a hit point pool is depleted, Cyborg Khagan also loses one villainous action. Cyborg Khagan may use a villainous action after any other creature takes a turn. If Cyborg Khagan does so, it regains its reaction. A villainous action is a complete turn. They have an action, bonus action and may move up to their full speed. The villainous actions refresh at the start of Cyborg Khagan's turn and any remaining actions from the previous turn are lost.

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Cyborg Khagan has advantage on saving throws against force powers cast by enemies within 5 feet. When an enemy within 5 feet casts a force power, Cyborg Khagan can make a melee attack against that character as a reaction. When Cyborg Khagan damages an enemy character, they have disadvantage on Concentration saves to maintain their Force powers.

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On Cyborg Khagan's turn, he may choose to go into a Rage as a bonus action. While in a rage, his attacks deal +3 damage, he has Advantage on strength-based skill checks and saving throws, and he has resistance to kinetic and energy damage. As part of the bonus action to go into a Rage, he can make a Lightsaber or unarmed attack. While in a Rage, all attacks against him have Advantage. The Rage lasts for 1 minute, or until Cyborg Khagan ends his rage as a Bonus action, or until Cyborg Khagan falls unconscious or loses all hitpoints in his current health pool.

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Cyborg Khagan has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While Cyborg Khagan has only one health pool remaining, he has Advantage on Stealth and Acrobatics checks, and he can take the Dash or Disengage actions as a Bonus action.

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When Cyborg Khagan is attacked and hit by an adjacent character while he is holding one or more Lightsabers, he may use his reaction to reduce the damage taken by 1d10+15. If the damage is reduced to 0, he may use this reaction to make a Lightsaber attack against the attacker.

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.

On each of his turns, Cyborg Khagan can use one of Crush Them!, Frightful Presence, or Whirling Advance and then make one Unarmed Slam, Lightsaber, or Blaster attack; or he may make two attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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.

Choose an ally within 30'. That ally can use their reaction to make an attack. If that attack hits, it deals an additional 1d8 damage.

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.

Choose any number of characters within 80'. Each of those characters who fails a Wisdom saving throw (DC 14) becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cyborg Khagan's Frightful Presence for the next 24 hours.

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Whirling his blades, Cyborg Khagan advances with a shield of sparks and light. Choose a creature within 30 feet to make a DC 19 Dexterity saving throw. On a fail, the target is pushed 10 feet, Cyborg Khagan moves into their current square ignoring opportunity attacks, and he has advantage on his next attack against them this combat. On a success, Cyborg Khagan moves into a square adjacent to the target and opportunity attacks against Cyborg Khagan have disadvantage during that move.

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\"This predator lunged out of a still pool and dragged one of our team members under before we could effect a rescue. The body was never recovered.\"

- Halka Four-Den speaks about a scrange on Dagobah

DesignationNon-sentient
ClassificationReptilian
Average length8 meters
Distinctions

Spiked tail

Homeworld
Dagobah

The scrange was a large tusk-tailed reptile that lived in the muddy swamps of Dagobah.

Description

The scrange was the apex predator of Dagobah, attacking its prey with a great ferocity. Scranges were beaked and had many bioluminescent patches on their body, arranged in a ridge along its spine. When prey got close, attracted by the lights, the scrange would lift out of the mud on its six crustacean-like hind legs to make a quick attack or it would use its four tail tusks to impale its prey.

Scranges somehow found their way to several worlds. During the Clone Wars Battle of Brentaal IV, a scrange attacked Jedi Master Shaak Ti and her crew of Quinlan Vos, Lyshaa, Ryyk, Sagoro Autem, and a clone trooper. The predator was able to kill Ryyk, but was killed by Ti when she pierced its head with her lightsaber.

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

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The scrange either emits dim light in a 10-foot radius, or bright light in a 10-foot radius and dim light for an additional 10 ft.. It can switch between the options as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YWNmOTAxN2M1Yzk3","flags":{},"name":"Mud Camouflage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

The scrange has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YTBiZTU4ZTRiMzU3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The scrange makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OGE4OGI5ODQxOTIy","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmYwMDZlY2JjYWMy","flags":{},"name":"Tail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 28 (4d10+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor can sense the presence and direction of a creature who can cast force powers within 120 feet.

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The inquisitor is a 12th-level forcecaster. It's forcecasting ability is Charisma (force save DC 18, +10 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-5th level (41 Force Points): animate weapon, dominate

mind, improved dark side tendrils, choke, force suppression,

horror, force jump, sense force, sever force, siphon life, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODY3M2U2ZTJkNGJj","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers and resistance to damage dealt by force powers.

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When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Spinning Double Saber attack.

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.

The inquisitor makes three spinning doublesaber attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 23 (4d8+5) energy damage

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Ranged Weapon Attack +10, Range 120 ft., One or two targets. Hit : 28 (8d6) necrotic damage.

The target(s) must succeed on a DC 18 Strength saving throw or become restrained until the end of the inquisitor's next turn.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The t'landa Til are a massive, quadrupedal, sentient\nspecies distantly related to the Hutts. They possess\nlong, thin, whipping tails and four trunk-like legs with\nhuge, padded feet. They also have a tiny pair of arms\nwith delicate hands, each with four ngers. Their faces\nresemble those of the Hutts save for a long, thick horn\nabove their snout. Like the Hutts, their necks are short\nand humped—almost nonexistent. They have thick,\noily, leathery skin, which hangs in creases, wrinkles,\nand loose folds. This skin is especially prominent below\nthe neck, where it hangs so loose that it hides the arms\nwhen they are folded against the chest.\n

\n\t\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The t'landa Til also have two hearts and three\nstomachs. Male t'landa Til make a sound that attracts\nfemales during mating season. This humming vibration\nis produced when air ows over the cilia in a male's\ninated neck pouch. This vibration stimulates a\nfemale's pleasure centers. This ability is accompanied\nby the males' low-grade empathic ability, which they\nuse to project pleasant feelings toward females. The\nt'landa Til can use this same pouch to create sonic and\nsubsonic vibrations with powerful eects on other\nspecies. The average t'landa Til stands about 2 – 2.5\nmeters tall. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Neutral Balanced","species":"","type":"beast","environment":"","cr":9,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":"Energy And Kinetic Damage From Unenhanced Sources"},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 10","languages":{"value":[],"custom":"Galactic Basic, Huttese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","token":{"flags":{},"name":"T'landa Til","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"9RSXTks8f5lGNphB","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":110,"max":110},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZWIxZmQwMjY0Mjg5","flags":{},"name":"Trampling Charge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","data":{"description":{"value":"

If the T'landa Til moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the T'landa Til can make one stomp attack against it as a bonus action

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"M2FjOTA0YzAyM2I3","flags":{},"name":"Redirect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","data":{"description":{"value":"

If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

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.

The T'landa Til makes 3 attacks one gore attack and two stomp attacks

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MDAxNjllYTFmNTIw","flags":{},"name":"Gore","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MTQzMzUzZmFkMjAx","flags":{},"name":"Stomp","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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.

The T'landa Til emits a sonic vibration paired with an empathetic emission. Every humanoid and biological creature within 100 feet of the T'landa Til must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that cannot hear have advantage on the save.

While charmed by the T'landa Til, the target seeks to assist the T’landa Til by any means within the target’s power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage from a source other than the T'landa Til, the target can repeat the saving throw. A target can also repeat the saving throw at the end of each of its turns

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The ambush master can add a d4 to a skill check or saving throw.

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The ambush master ignores difficult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modifier. Additionally, on its first turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet.

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Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals and addtional 1d8 weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry on the same planet as it.

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When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.

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When the ambush master is hidden from the target of its Ranger's Quarry feature, the first attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage.

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While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it.

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When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn.

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The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks, 18 tech The ambush master knows the following tech powers:

At-will: electroshock, encrypted message, minor hologram,

vortex shot

1st-level: alarm, element of surprise, target lock

2nd-level: charge power cell, detect invisibility, paralyze

humanoid

3rd-level: greater hologrampoints).

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.

The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

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.

The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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The Jubba bird was a Force-sensitive reptavian native to Dagobah. Jubba birds built their nests out of sticks and plants, using mud scooped from the swamps of Dagobah to hold the nest together. This made the nests heavy, often causing them to droop downwards into the swamps, where predators were waiting to gobble up the eggs.

Jubba were deceptively intelligent birds, though domesticated jubba often played dumb to avoid harassment from ignorant owners. Birds sold to appreciative owners sometimes allowed their innate intelligence to show, and became loyal companions. Many jubba birds were captured and sold by vendors as pets prized for their mesmerizing song. This song was a highly soothing whistle that it manipulated through the Force.

DesignationNon-sentient
ClassificationReptavian
Average length0,3 meters
Average wingspan1 meter
Feather color
  • Red
  • Purple
Eye ColorGreen
Distinctions

Song is a manifestation of the Force and can pacify those around it

Homeworld
Dagobah
Habitat
Swampy rainforest
Diet
  • Snakes
  • Rodents
  • Insects
  • Knobby white spiders

Description

Native to the planet Dagobah, the Jubba bird was a brightly colored reptavian whose feathers were shades of red and purple. Although the Jubba was only 0.3 meters long, it had a wingspan of a meter. Jubba birds were predators, and their diet was varied. Their main prey was snakes and rodents, and they would use their large mouths to scoop up swarms of insects while in flight. They were also known to hunt knobby white spiders. Jubbas constructed their nests high in the trees using mud from swamps.

The Jubba's most distinct feature was its unique hum, a soothing and eerie melodic whistle that calmed all but the most angry creatures and beings, and was a manifestation of the Force. To sing, the Jubba had to be content and happy; Jubbas in captivity had to be provided with enough room to allow them to fly unhindered and preen, and to hunt for their own food. It was advised that Jubbas kept as pets be quartered in an outside environment. Their own predators included butcherbugs.

Intelligent creatures, the Jubba presented itself as a beautiful and proud bird that had no capacity for learning, a façade that allowed the Jubbas to remain independent of owners and resist efforts to be trained. However, well-cared for and loved Jubbas formed a bond with their owners and displayed their true intelligence, becoming loyal and valuable companions. Jubbas with this level of trust in a being were able to discern strangers' motivations, search for objects, and sing on command.

History

After coming into possession of some Jubba birds, the Bimm merchant Glah Ubooki attempted to record the unique song, but the recording did not have the same effect as it was not amplified by the Force. The Ubooki brothers had three of the birds for sale, each located in a different shop, where they retailed for 4,000 credits each.

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The jubba bird can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

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The jubba bird's forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks). The jubba bird innately knows the following force powers:

At-will: sense emotions

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Grandmaster

Grand Master, or Grandmaster, was a title bestowed on the oldest and wisest member of the Jedi Order. Whereas the Master of the Order served as leader of the Jedi High Council, the Grand Master was the head of the Jedi Order. Yoda, a Jedi Master who had lived for over eight centuries by the time of the Clone Wars, was the Grand Master of the Jedi Order during the waning years of the Galactic Republic.

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When the Jedi Grand Master casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

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When The Jedi Grand Master casst a power that targets only one creature and doesn’t have a range of self, it can target a second creature in range with the same power.

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The Jedi Grand Master has advantage on Wisdom (Perception) Checks.

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Whenever the Jedi Grand Master makes a saving throw against a force power he rolls with advantage.

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On each of The Jedi Grand Master's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NmE3ODBjZjljNzZm","flags":{},"name":"Combat Caster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

When the Jedi Grand Master uses his action to cast a force power, he can use a bonus action to make a shotosaber attack.

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If the Jedi Grand Master fails a saving throw, he can choose to succeed instead.

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The Jedi Grand Master is a 20th level forcecaster it's forcecasting ability is Wisdom (force save DC 23, +15 to hit with force attacks, 80 force points).

The

Jedi Grand Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, heal

2nd level: animate weapon, battle meditation, danger sense,

phasewalk, stun, stun droid

3rd level: knight speed, share life, sever force, telekinetic

storm

4th level: disable droid, force immunity, freedom of

movement, mind trap

5th level: improved battle meditation, improved phase strike,

improved phasewalk, mass animation, revitalize, skill

empowerment, telekinesis

6th level: greater heal, telekinetic burst, true sight, wall of light

7th level: destroy droid, force mend, improved revitalize,

master speed

8th level: earth quake, force link, mind blank, telekinetic wave

9th level: master battle meditation, master heal, precognition

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YWI4Y2U3MDIzYzE5","flags":{},"name":"Force Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

The Jedi Grand Master adds 5 to his AC against an attack that would otherwise hit him.

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.

When the Jedi Grand Master makes three shotosaber attacks or casts a force power and makes a shotosaber attack.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d6+7) energy damage plus 9 (2d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+7","energy"],["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"MWQyMjNmMjhlN2Yw","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Grand Master casts one of his at will powers.

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.

The Jedi Grand Master can make one shotosaber attack.

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.

The Jedi Grand Master can move up to his speed without provoking opportunity attacks.

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.

The Jedi Grand Master can choose any number of creatures within 30 feet of it and divide 90 hit points between them restoring up to half of their total hit points.

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Speeder bikes, also known as jumpspeeders, were\nopen-air repulsorlift vehicles that emphasized speed\nand maneuverability over stability. A typical speeder\nbike had a maximum altitude of 10 meters (32 feet)\nand could thus maneuver deftly over very rough\nterrain. Some companies manufactured extras like\nsidecars for speeder bikes. 

\n\t\t\t\t
\n\t\t\t
\n\t\t

Joben T-85 Speeder Bike

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Joben T-85 speeder bike was a speeder bike model\nmanufactured by the Zebulon Dak Speeder\nCorporation, and named after the famous swoop racer\nThall Joben. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/avatar.webp","token":{"flags":{},"name":"Joben T-85 Speeder Bike","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"A7iIjwvbXpwiPiUP","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":39,"max":39},"bar2":{"value":14,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjAwNzM1ZDEzMDE5","flags":{},"name":"Quick Escape","type":"feat","img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/avatar.webp","data":{"description":{"value":"

The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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.

As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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If the aquatic Jedi master fails a saving throw, it can choose to succeed instead.

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The aquatic Jedi master can breath water.

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The aquatic Jedi master has advantage on skill checks and saving throws to avoid being grappled or moved. If it fails one of these skill checks or saving throws, it can expend one force point to reroll one of the dice once. It must use the new roll.

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Once per round on its turn, when the Jedi hits with its Lightfoil attack, it can expend one force point and choose one of the following effects:

Deflection: The aquatic Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Double Strike: The aquatic Jedi can roll 1d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time: The aquatic Jedi master's speed increases by 5x1d8 until the end of its current turn.

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The aquatic Jedi can enter this frenetic stance as a bonus action. When the aquatic Jedi master hits a creature with a melee weapon attack, that creature has disadvantage on the first attack roll it makes against the aquatic Jedi master before the start of the aquatic Jedi master's next turn. Additionally, if the creature is within 5 ft. of the aquatic Jedi master, it must make a DC 18 Strength saving throw. On a failure, that creature is pushed back 5 feet, and the aquatic Jedi master can move to enter the space the creature just vacated without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Yzc5NDY0ZTJkNGIx","flags":{},"name":"Unpredictable Motion","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

Opportunity attacks against the aquatic Jedi master have disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NzcxYzQwMjBlMTBm","flags":{},"name":"Force Empowered Strikes","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

The Jedi's weapon attacks deal an extra 1d8 weapon damage (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZGQ3MWJmZTgyOWFj","flags":{},"name":"Ideal of the Agile","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

The aquatic Jedi can jump 40 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MWQ5MjA2NjQ2ZTM3","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

The aquatic Jedi master is a 14th-level forcecaster (force save DC 18, +10 to hit with force attacks, 61 force points). It knows the following powers:

At-will: affect mind, guidance, force disarm, force push/pull,

mind trick, saber reflect, sonic charge

1st level: burst of speed, force jump, heal, sense force, slow

descent

2nd level: calm emotions, coerce mind, force sight, rescue,

stun droid

3rd level: force repulse, knight speed

4th level: disable droid, grasping vine, force immunity

5th-level: improved heal, revitalize

6th-level: eruption, telekinetic burst

7th-level: destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MmFiYTIxNGJjMTA0","flags":{},"name":"Kinetic Ward","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OGFkMDgwNDY1MTZj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Jedi makes three Lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"YjUyY2Y2ZWE3YzIw","flags":{},"name":"Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"NDY1ZDA2YjhmOWMz","flags":{},"name":"Force Bubble (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master can generate a bubble of air with the Force. It can then hurl this bubble at a point within 120 feet. When the bubble reaches the point, it will pop with a burst of sonic energy. Each creature within 20 feet of that point must make a DC 18 Constitution saving throw, taking 42 (12d6) sonic damage on a failed save, or half as much damage on a successful one. Creatures in water are vulnerable to damage from this attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NDU0MGIwZGQ5MGM2","flags":{},"name":"Lightfoil","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master attacks with its lightfoil.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZWE0NTZkZWU3ZGNl","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master moves up to its speed.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"MGZmMTA0M2M1YWI3","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000}]} +{"_id":"AUGkWC33WF1utw6e","name":"Bogwing, Greater","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":""},"hp":{"value":14,"min":0,"max":14,"temp":0,"tempmax":0,"formula":"4d6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":14,"min":0,"max":14},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":1,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 13","languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":2,"ability":"str","bonus":0,"mod":-2,"passive":12,"prof":4,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","token":{"flags":{},"name":"Bogwing, Greater","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"AUGkWC33WF1utw6e","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":14,"max":14},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTVhZmRlZjU1NjQz","flags":{},"name":"Beast of Burden","type":"feat","img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","data":{"description":{"value":"

The bogwing is considered to be a Large animal for the purposes of determining its carrying capacity.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MTI5MWQ3MzY3ZWVk","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The bogwing can make two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NjE0MDgwNGMzZTcy","flags":{},"name":"Claws","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} +{"_id":"AaHeq3erl2qQmocs","name":"Vulture-Class Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor plating"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"12d10+24"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"Master, General Grievous's ship is directly ahead, the one crawling with vulture droids.\"

- Anakin Skywalker to Obi-Wan Kenobi, referring to the Invisible Hand during the Battle of Coruscant

Manufacturer
  • Haor Chall Engineering
  • Xi Char Cathedral factories
ClassDroid starfighter
Cost19.000 - 40.000 credits
Length
  • 6,96 meters (in flight)
  • 3,5 - 3,6 meters (walking)
Height/depth
  • 1,86 meters (in flight)
  • 6,87 meters (walking)

The Variable Geometry Self-Propelled Battle Droid, Mark I, also known as the Vulture-class droid starfighter, or more simply as the vulture droid, was an unmanned model of droid starfighter manufactured by Haor Chall Engineering and utilized by the Trade Federation and later the Confederacy of Independent Systems. The fighter relied on overwhelming numbers during combat. Constructed in the cathedral factories of Xi Char, their creation through precision manufacturing was considered an act of religious worship. It was present at many engagements including battles during the Clone Wars.

Characteristics

\"Their creators assumed a given fighter would not survive long, and so programmed them to be swarming weapons.\"

\"So burning through their resources as fast as possible? Without any long term considerations? Are you sure?\"

\"Look at the curve of the combat pods. The shape of the stripes. The position of the blaster barrels. Weapons such as this not only are functional, but also incorporate the artistry of their creators. The beings who created and built these fighters believe in short quick answers to questions and problems.\"

- Thrawn and Eli Vanto discuss vulture droids

With the effectiveness of droid starfighters debated in strategic circles for generations, vulture droids were as such capable of extreme maneuvers that could crush even the sturdiest organic pilot, but lacked the resourcefulness and cunning that living pilots brought into combat. Nonetheless, a lack of life-support systems allowed more room for armaments and fuel, and the lack of an organic pilot removed any moral responsibility for its destruction.

Like the ground forces made up of battle droids, vulture droids were remote controlled by a control ship, but as time passed later generations of the fighter were able to operate with limited independence due to the installation of artificial intelligence. They were also known to be able to communicate with each other by chattering. While not in flight, vulture droids could transform into walking mode to patrol the surface or provide support during battles, and was specifically designed to fill both space and ground-based roles.

A variant of the vulture droid featured an ion weapon. One of this variant battled Ahsoka Tano and Padmé Amidala while they were flying N-1 starfighters during starfighter practice. The unit was destroyed.

The design of the vulture droid formed the basis for producing the Hyena-class bomber, another type of automated droid starfighter used by the Separatist Alliance. Vulture droids were not considered as smart as tri-fighters and hyena bombers, and relied on speed and overwhelming numbers in combat scenarios.

History

Invasion of Naboo

\"Fighters, straight ahead.\"

- Bravo Leader's Ric Olié, during the Battle of Naboo

In 32 BBY, vulture droids were deployed with the rest of the droid forces by the Trade Federation military to seize Naboo. During the space battle over the planet, vulture droids were controlled by a Droid Control Ship, made out of a modified Lucrehulk-class LH-3210 cargo freighter, and engaged Bravo Flight's N-1 starfighters. All of the droid starfighters were deactivated when Anakin Skywalker destroyed their control ship, the Vuutun Palaa.

Clone Wars

Starfighters of the Separatist Alliance

During the Clone Wars, vulture droids were painted with the blue and white hexagonal markings that symbolized the Separatist Alliance. Vulture droids were also quickly upgraded to function independently from a Droid Control Ship. They would fight in numerous battles against the Galactic Republic during the war, and vultures became a larger threat to their adversaries as the war continued.

Vulture droids were the most common aerial unit in the Confederacy military. In addition to being launched from capital ships, vulture droids were also deployed from Automated vulture droid deployment stations to defend areas from potentially hostile approaching vessels. Munificent-class star frigates, which were one of the most common ships in the CIS fleet, could carry up to forty-two vulture droids.

At some period during the war, vulture droids were upgraded to carry missiles which could deploy Pistoeka sabotage droids against enemy starfighters.

Christophsis

In 22 BBY, vulture droids participated in the Battle of Christophsis, which ended in defeat for the Confederacy of Independent Systems. Anakin Skywalker, now a General of the Republic Army and Knight of the Jedi Order, destroyed Admiral Trench's flagship Invincible with the IPV-2C Stealth Corvette, ending the Separatist blockade of the system. Jedi General Obi-Wan Kenobi captured Separatist General Whorm Loathsom, ending the Confederate occupation and forcing the Separatist navy once more to retreat.

Teth

Vulture droids participated in the Battle of Teth, a loss for the Confederacy of Independent Systems. Despite fierce Confederate resistance, Skywalker rescued Rotta the Hutt and delivered him to Jabba's palace on Tatooine.

Ryloth

Vulture droids participated in the Battle of Ryloth, a protracted campaign in which the Separatists resisted the Republic's attempt to liberate the Twi'lek homeworld. Notably, a swarm of Vultures almost completely eliminated the V-19 Torrent starfighters of Blue Squadron and rammed the bridge of the Resolute.

Other battles

The droids continued to see action throughout the rest of the conflict. From large scale battles such as at Umbara, to smaller skirmishes such as over Felucia after the destruction of Felucia Medical Station HCTFF2. During the Battle of Horain, Clone Captain \"Rex\" attempted to contact his commanding officer, General Skywalker, for help, but General Kenobi instead came to aid the clone trooper, explaining that Skywalker was dealing with vulture droids.

Ending actions

The droids were involved in the Battle of Coruscant, which proved to be the last gasp of the CIS, and at the Battle of Utapau. During the former of these two battles, Count Dooku was beheaded by Anakin Skywalker, and days later General Grievous was killed at Utapau. After the deaths of the Separatist Council, all Confederate droids were shut down, including the vulture droids.

Post-Clone Wars

\"I have studied vulture droids, ensign. They do not normally fight this effectively.\"

- Thrawn, to Eli Vanto during the Battle over Umbara

During the Imperial Era, vulture droids fell into the hands of various rebel groups including Cham Syndulla's Free Ryloth movement, Berch Teller's rebel cell, and the smuggler–turned–insurgent leader Nevil Cygni (\"Nightswan\"). In 14 BBY, hundreds of vulture droids were used by the Free Ryloth movement to attack the Imperial Star Destroyer Perilous during an assassination attempt against Emperor Palpatine and Darth Vader.

Later, Berch Teller's rebel cell obtained vulture droids and other former Separatist equipment and material from Vice Admiral Dodd Rancit, who was conspiring against his rival Moff Wilhuff Tarkin. The Chiss Imperial Navy officer Thrawn collected various Clone War artifacts including vulture droid parts. The insurgent leader Nevil Cygni, also known as \"Nightswan,\" also procured 400 vulture droids during the Umbaran uprising.

By the time of the cold war, Vulture droids were used as private security forces by the houses of Cato Neimoidia. The X-wing drones used for First Order TIE Fighter Pilots had similar visual elements to vulture droids.

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

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The droid can climb metal surfaces, including upside down on ceilings, without needing to make an ability check.

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The droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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.

The droid makes two slam attacks.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage

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Ranged Weapon Attack +3, Range 300/600 ft., One target. Hit : 9 (2d8) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 11), taking 9 (2d8) energy damage on a failed save, or half as much on a successful one.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Emplacement Weapon, Heavy Blaster, or E-WEB, is\na a heavy repeating blaster manufactured by BlasTech\nIndustries. It is able to be broken down into parts and\ncarried by a small crew of troopers making it fairly\nmobile, but has to be rigidly mounted in order to counteract the eects of its incredible re-\npower.

\n\t\t\t\t\t

It requires two crew members for optimal\neectiveness. One crewer mans the gun, and the other\nmonitors and adjusts the Eksoan Class-4T3 power\ngenerator. Like many high-yield generators, the 4T3 is\nprone to overheating and potentially explosive\noverload, despite its advanced Gk3 Cryocooler cooling\nunit. Power is fed into the E-Web via a conduit that\nconnects to the base of the TR-62 Autocushion Tripod.\nThe built-in comlink with automatic encryption allows\nfor secured communication with other units. The\ncomputerized re control and targeting system\nincludes infrared and StarVision low-light enhancement\nfor use in night combat. Overall, the E-Web can be\ntransported and assembled for ring within a minute\nor less, although it will take up to ten minutes for its generator to reach full power.\n

\n\t\t\t\t\t

If the 4T3 generator is \"cold,\" it can take nearly\nfteen minutes for the crew to deploy the weapon,\ncalibrate the generator and congure the targeting\nsoftware. Some Imperial crews pre-charged the\ngenerator before use for faster set-up. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"darkvision 60 ft., passive Perception 13","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":13,"prof":3,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","token":{"flags":{},"name":"E-Web Heavy Repeating Blaster","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"AicQEcAxbvY8cZs6","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":36,"max":36},"bar2":{"value":10,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTE5ZjQzMWU4ZTQw","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

The turret has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret uses its Intelligence modi\u0000er for attacks, save DCs, and damage rolls.

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The construct is fully operational only with an engineer. If the engineer takes the Regulate action, the Gunner may take the Saturate Action. Otherwise, the only construct actions the gunner may take are the Multi-Attack and Burst Fire actions.

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When the construct is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fi\u0000re damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzJlNTNkOWE2NWZl","flags":{},"name":"Redirect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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.

The turret makes two burst attacks.

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The E-WEB sprays a 10-foot-cube area within 200 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 15 (2d12+2) energy damage. On a success, the target takes half damage.

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The engineer actively monitors and controls the energy regulation and cooling systems, allowing enhanced performance. The Gunner may spend its action to take the Saturate action.

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This action may only be taken on a round in which the Regulate action has been taken on this construct. The E-WEB thoroughly saturates a 15 foot cube within 200ft with shots. Any creature who enters the saturated area or begins its turn in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 28 (4d12+2) energy damage and is restrained until the start of their next turn. On a success, the target takes half damage and must succeed at a Wisdom saving throw (DC 15) or become frightened until the start of their next turn.

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DesignationSemi-sentient
Average height

3 meters

Homeworld
Dromund Kaas

Swamp wampas were humanoid, semi-sentient predators, similar to the wampas of Hoth.

The only major differences between the two wampa species was that the wampas of Hoth had adapted to their surroundings with heavy fur coats to survive the harsh climate of the ice world; the swamp wampas, in comparison, had lighter fur coats due to their native warm climate and were found in the swamps and marshes of Dromund Kaas.

The two species were so similar that scientists believed swamp wampas may have directly descended from ice wampas.

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The wampa has disadvantage on Dexterity (Stealth) checks. At the start of each wampas turns, each creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 10 (4d4) poison damage.

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The wampa makes two attacks, one with its claw and one with its bite.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage.

The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the wampa can't bite another target.

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Average height

0,8 meters

Homeworld
Myrkr

The vornskr was a canine beast that could hunt using the Force.

Description

The vornskr, native to the planet Myrkr, were a wild, vicious canine species that had the unusual ability to sense the Force. This ability evolved to help them hunt ysalamiri, but a side effect caused them to think that Force-sensitives were their favorite prey, including Jedi in their appetite.

To counteract this hunting method, the ysalamiri developed the ability to project a \"Force bubble,\" inside which no Force abilities could be used.

Vornskrs were primarily nocturnal hunters, and used their whip-like, mildly venomous tails to stun prey before finishing it off with their teeth. They were normally sedate during the day, but hunger or other factors would drive them to hunt during daylight hours.

Before Jedi Master Mace Windu refined it into Vaapad, the Form VII style of lightsaber combat was referred to as the Way of the Vornskr.

Tyber Zann was known to use such creatures within the Zann Consortium. After taking the younger vornskrs away, the pups were trained as effective hunters for enemy troops that managed to escape the confines of their imprisonment.

The smuggler Talon Karrde kept two vornskrs, Sturm and Drang, as pets and guard animals, and considered offering them for sale as guard animals. He discovered that cutting off their whip-like tails was similar to castration, since it removed most of their hunting aggression, a fact he detailed in an article published in the Galactic Zoology Monthly.

During the Peace Brigade attack on Yavin 4 during the Yuuzhan Vong War, Talon Karrde outsmarted the Peace Brigade by leading them into the hands of Kam Solusar and his wife Tionne. He achieved this by commanding his two vornskrs to find the Jedi and allowing the Peace Brigaders to follow the trail. Once he found the Jedi, the Peace Brigaders were effortlessly disposed of. During this pretended Jedi hunt, Talon Karrde convinced the Peace Brigaders into thinking that he was the owner of the last two remaining vornskrs. The Peace Brigaders seemed to believe him; however, the Yuuzhan Vong were informed by the traitorous New Republic Senator Viqi Shesh that the vornskrs hailed from Myrkr. The Yuuzhan Vong then used the species as a biological template for the voxyn.

Vornskrs were also used as guards in the Dark Force Temple on Dromund Kaas.

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The vornskr can sense the presence of force creatures and objects up to 1 mile away. It knows the general direction they're in but not their exact locations.

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The vornskr has advantage on Wisdom (Perception) checks that rely on smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 7 (2d6) poison damage.

If the target is a creature it must also make DC 13 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

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The juggernaut can take the Dash action as a bonus action, and if the juggernaut moves at least 10 feet in a straight line with this bonus action, it gains a 5 bonus to it's next melee attack’s damage roll.

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The juggernaut has advantage on saving throws against force powers.

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When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.

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If the juggernaut is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The juggernaut can wield a two handed weapon in one hand. Also if he misses with an attack the creature takes 5 energy damage.

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The juggernaut is an 19th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +10 to hit with force attacks) and it has 42 force points.

The juggernaut knows the following force

powers:

At-will: affect mind, denounce, feedback, saber ward

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight

3rd-level: choke, force scream, sever force

4th-level: force immunity, shroud of darkness

5th-level: greater feedback, improved force scream,

improved phase strike

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

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The juggernaut makes three lightsaber pike attacks or casts a power and makes a lightsaber pike attack.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature within 30 feet of the juggernaut must succeed on a Wisdom saving throw (DC 18) or become frightened of the juggernaut for 1 minute, and have its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

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Sith Cyborg can move up to his speed without provoking opportunity attacks.

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Sith Cyborg can cast an at-will force power.

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Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

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Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The junior engineer is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 27 tech points.

The junior engineer knows the following

tech powers:

At-will: combustive shot, electro shock, encrypted message

1st-level: absorb energy, energy shield, oil slick, smoke cloud

2nd-level: overheat, release, scorching ray

3rd-level: explosion, sabotage charges

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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.

After spending at least 30 seconds setting the charge, the engineer may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the engineer has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"This hardy close-combat unit comprises a standard Trooper mounted atop a beast capable of detecting foes that would otherwise be imperceptible — such as concealed Jedi and Sith.\"

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

The Mounted Trooper is a fast melee combat unit that can be trained at the Troop Center in Tech Level 1, as soon as an Animal Nursery has been built. It is effective against Mechs and Heavy Weapons, but can be countered by other Troopers and Fighters. It is also effective at taking down buildings very quickly.

For general information about troopers, see Trooper

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If the mounted trooper moves at least 20 feet straight toward a creature while mounted and then hits with a vibrolance attack on the same turn, it can make a trample attack against the creature as a bonus action.

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The trooper cannot be knocked prone, dismounted, or moved against it's will while mounted.

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While the trooper is mounted, the mount cannot be charmed or frightened.

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Melee Weapon Attack +4, Reach 10 ft., One target. Hit : 8 (1d12+2) kinetic damage

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Ranged Weapon Attack +3, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

The target must succeed on a DC 13 Strength saving throw or be knocked prone.

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The trooper unleashes a torrent of flame in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

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\"Hey—your spy droids discovered this freighter. You gonna doubt your own tech the way you're doubting me and mine?\"

- Cad Bane, to Darth Maul

CreatorSith
ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
0,3 meters
Sensor colorBlack
Plating colorBlack

The DRK-1 Dark Eye probe droid, also known as the Sith probe droid, Sith seeker, DRK-1 Tracker Droid or Repair droid, was a model of probe droid used by the Sith and later the Galactic Empire.

Characteristics

The DRK-1 probe was a spherical probe droid capable of floating above the ground. Equipped with a single eye, these droids had a black carapace and were fitted with an antenna rising from their globe-like body. Darth Maul's DRK-1 probe droids spoke the language Sisrai.

History

\"Show me.\"

- Darth Maul commanding one of his DRK-1 Dark Eye probe droids

The Sith Lord Darth Maul made use of several DRK-1 probes, keeping at least three of the spy droids aboard his personal starship, the Scimitar. He utilized these droids to track down a freighter belonging to the Haddrex Gang on Nar Shaddaa, which led Maul and his bounty hunter compatriots to the hideout of Xev Xrexus in the Drazkel system. There, Maul followed one of the droids to the location where Jedi Padawan Eldra Kaitis was imprisoned.

In 32 BBY, Maul launched three probe droids while seeking out Queen Padmé Amidala on Tatooine, and successfully located her Jedi protector, Qui-Gon Jinn. Maul recalled his probes and set out on his speeder, the Bloodfin, to engage Jinn in a lightsaber duel. However one of these droids, after rescuing a labor droid and being saved from a sandcrawler by the same droid, decided to remain on Tatoonie with its new friend.

During the Galactic Civil War, these droids were used as repair units by the Imperial Army to make field repairs to vehicles. They were unarmed however, leaving them defenseless against enemies.

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

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While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this droid is also tracking that target, the interfaced creature gains advantage on the check. If it already has advantage, it can instead reroll one of the dice once.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the captain that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The mercenary makes three weapon attacks.

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"ODFjMTA0YTI5YTIw","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/367_-_Mercenary_Captain/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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.

For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Efforts to transplant colonies of the energy spiders that produce the stuff haven't been very successful.\"

\"You're trying to get them to survive on other planets?\"

\"Yes, but they just stop feeding and die—\"

\"Good!\"

- Lando Calrissian and Han Solo, on Calrissian's efforts to expand glitterstim production

DesignationNon-sentient
Homeworld

Kessel

Energy spiders or spice spiders were arachnids that inhabited the spice mines of Kessel. They lived in complete darkness inside the mine's caves spinning webs made of glitterstim, a rare kind of spice. The spiders would shoot webbing from their mouths to capture prey, impale them and then quickly suck the life energy from them. The spiders were known to feed on bogeys, as they were sources of pure energy that caused the glitterstim to react and produce light, alerting the spiders to their presence. The spiders also disliked bright light, since they lived in pitch black caves. Energy spiders were, however, drawn to the light produced by the glitterstim-bogey interaction, and there are even cases of mistaking other lighting sources for this interaction. They were one of the many threats faced by the spice miners, especially those who wandered too deep into the caves where the spiders lived. Often, the administrators and superiors on Kessel would send disruptive prisoners to work in these deep tunnels, ensuring an often permanent solution to a prisoner problem. As energy spiders feed on energy, blaster bolts are ineffective against them and are merely absorbed. Curiously, ion weapons, since they affect energy and its distribution, are highly effective (but not lethal) against them.

A variant sub-species of energy spider was discovered by Han Solo and Leia Organa Solo while investigating a series of ground quakes on behalf of Lando Calrissian, owner of the spice mining operation. The newly discovered subspecies had a reddish hue and lacked the hooks and spines that are present on the arms of typical spiders. These \"red spiders\" were found to be herbivorous, feeding on the giant fungi found in the lower reaches of Kessel's spice mines. These red spiders had a poisonous effect on baseline energy spiders, allowing the two to coexist. Genetically, the two different types could even mate, though no documentation of the act nor results existed.

When fed ryll, the energy spiders would produce glitteryll and grow to large sizes. A number of the creatures were smuggled onto Ryloth, which proved to be one of the few other worlds capable of supporting them. A few made their way to Coruscant for the Coruscant Livestock Exchange and Exhibition following the establishment of the New Republic in its arthropod exhibit, along with toxin/adrenaline-producing orbalisks and Death Seed-producing drochs.

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Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

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While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Ranged Weapon Attack +5, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

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DesignationNon-sentient
HomeworldTatooine
HabitatDesert
DietCarnivore

Wraids were large reptilian creatures found on many desert planets around the galaxy, including Tatooine and Korriban as well as other planets like Tython.

Characteristics

Wraids were pinkish-red in color and had very powerful front legs, enabling them to move quickly when agitated by means of long, bounding strides. They had large claws at the end of their feet and sharp teeth, making them dangerous to the unwary. They also had two small back legs.

Wraids were often seen in clusters from two to six members. Generally, they would not harm passersby unless provoked, at which point their danger became immediately apparent.

Because of their ferocious appearance and short temper, they were a popular quarry of less-experienced big game sport hunters from around the galaxy. When the settlement of Anchorhead was founded, hunting wraids developed into a marketable trade with the opening of hunting lodges and salespeople dealing in wraid skull plates purchased from hunters.

Their skull plates were rumored to have medical uses, but the market for them was very specific.

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If the Wraid moves at least 20 feet straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 4 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

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The Wraid makes two attacks, once with its ram and one with its claws.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 13 (3d6+3) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Manufacturer

Gordarl Weaponsmiths

TypeSonic cannon
Cost
  • 9.000 credits (new)
  • 5.000 credits (used)

The LR1K sonic cannon, also known as the Geonosian sonic cannon or the Geonosian defense platform, was a high-powered artillery emplacement weapon produced by the Gordarl Weaponsmiths on Geonosis prior to and during the Clone Wars.

Description

The LR1K cannon used sonic blaster technology that employed internal oscillators to produce a devastating sonic blast. The high impact concussive sonic energy was stabilized by a containment sphere within the cannon until impact against a target, at which point it broke up to create an omnidirectional blast. Commonly, the LR1K required two Geonosian or battle droid gunners to operate, although the cannon's advanced, highly-precise targeting computers were capable of doing most of the work. A critical hit with this weapon would instantly kill any average clone.

History

The sonic cannon was rushed into production when Archduke Poggle the Lesser joined the growing Separatist movement, prior to the official creation of the Confederacy of Independent Systems. An arsenal of sonic cannons were kept at the Petranaki arena, for use in the event of a creature break-out or a crowd control situation. Four cannons were deployed against a Jedi strike team in the arena, and many others were later deployed during the Battle of Geonosis against invading clone troopers on the planet's dusty plains. They were later used to defend Geonosis against the Republic's second planetary invasion. Several of the sonic cannons were deployed to defend mines on the planet Rishi.

The LR1K technology was later incorporated into the Imperial sonic blaster of the Galactic Empire.


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

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The sonic cannon lets loose a devastating blast of sonic energy in a direction it chooses. Each creature and construct in a 60-foot cone must make a Constitution saving throw (DC 14). A creature takes 24 (6d6 + 3) sonic damage and is knocked prone on a failed save. On a success, the creature takes half damage.

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Friendly creatures that can see and hear the Admiral within 30 feet of it add a +4 bonus to their attack and damage rolls. This effect ends if the Admiral is incapacitated.

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The Admiral is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech powers). It has 22 tech points and knows

the following tech powers:

At will: assess the situation, electroshock, targeting shot

1st-level: energy shield, expeditious retreat, spot the

weakness, toxin scan

2nd-level: paralyze humanoid, toxin purge, truth serum

3rd-level: tactical advantage

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The Admiral has advantage to resist tech powers and other tech effects.

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When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

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The Imperial Admiral makes three attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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.

Up to four allies within 120 feet of the Admiral that can hear it can each use their reaction to make one weapon attack.

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The officer targets up to four allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The gundark can make four attacks: two with its claws and two with its gigantic claws.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

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The spirit's forceasting ability is Charisma (force save DC 23). It can innately cast the following force powers: At will: coerce mind, fear, improved feedback, sense force, sever force 3/day each: darkness, dominate mind, force project, force suppression, sanctuary, telekinesis 1/day each: dominate monster, improved force camouflage, mass animation

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If the spirit fails a saving throw, it can choose to succeed instead.

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The spirit has advantage on saving throws against tech powers.

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The spirirt attacks twice with Force Saber.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (4d6+6) energy damage plus 10 (3d6) psychic damage

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.

The spirit teleports up to 120 feet into an unoccupied space it can see.

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The spirit attacks once with Force Saber.

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Ranged Weapon Attack +13, Range 60 ft., One target. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 23 Strength saving throw or become shocked until the end of their next turn.

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The spirit casts coerce mind or fear.

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The spirit uses its teleport action.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The specialist's is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks, 44 tech points).

The specialist knows the following powers:

At Will: combustive shot, targeting shot, assess the situation

1st Level: target lock, tracer bolt, absorb energy, energy shield,

charge powercell

2nd Level: translocate, infiltrate, smuggle

3rd Level: explosion, cryogenic suspension, debilitating gas,

tech override

4th Level: cloaking screen, salvo, corrosive sphere

5th Level: greater translocate, shutdown, paralyze creature

6th Level: disintegrate, firestorm

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The Specialist can use its bonus action to give one of its allies a d10 to roll for any ability check, attack roll, or saving throw.

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The Specialist has advantage on saving throws against tech powers.

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When the specialist misses on an attack, it can add the result of a d10 to the attack roll.

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The Specialist has the following weapon enhancements:

Accuracy Scope. Specialist gains a +2 to attack rolls (included). Amplifying Barrel. Specialist gains a +2 to damage (included). Bayonet. Specialist can make melee attacks with the finesse property utilizing his sniper rifle.

Booming Strikes. Once per turn, when the Specialist hits with the weapon, he can deal an additional 1d6 damage (included). The weapon makes a loud boom which can be heard 100 feet away. If the Specialist is hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Overcharge Weapon. The Specialist can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. You can add this damage to the extra damage of your Booming Strikes.

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The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

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Ranged Weapon Attack +10, Range 150/600 ft., One target. Hit : 13 (1d12+7) energy damage plus 10 (3d6) energy damage

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\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new) + weapons
  • 60 credits (used) + weapons
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

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When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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The clone engineers, also known as clone combat engineers, were members of special Combat Engineer Battalions in the Grand Army of the Republic that were well versed in a range of engineering techniques, from repairing vehicles to performing demolitions work.

On Kamino some clones were randomly chosen to become engineers and became attuned to their vehicles and idiosyncrasies. On the battlefield they were assigned to heavy artillery units, such as HAVw A6 Juggernauts and SPHA units for armored ground assault.

Clone engineers were equipped with dispensers that held bacta and ammunition, as well as F-187 fusioncutters that enabled them to repair vehicles, turrets, medical and power droids. They were armed with detonation packs for sabotage and shotguns, or blaster pistols in case they had to engage enemy units.

During the Phase I stage of Clone Troopers, the Grand Army of the Republic utilized repurposed clone pilots to fulfill the role of the engineer, and preformed many of the same tasks with slightly less specialized kits, many keeping their DN Bolt Casters in place of shotguns.

Various Galactic Republic military units were known to include Combat Engineer Battalions, such as the 38th Armored Division or the famed 501st Legion. Engineers played crucial role in the Battle of Thule, where they were deployed into energy farms to take down their enemy's shields, leaving them vulnerable to attack. Clone engineers were also charged with constructing outposts in the name of the Galactic Republic.

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The Sapper is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks).

The Sapper has 7 tech points and

knows the following powers:

At will: ion blast, ionic stike, on/off

1st level: oil slick, overload, energy shield

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 5 (1d8+1) energy damage

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The All Terrain Personal Transport (AT-PT) is a light anti-infantry walker used by the Galactic Republic and, later, the Galactic Empire. It is manufactured by Rothana Heavy Engineering, a subsidiary of Kuat Drive Yards. They were precursors to the AT-ST and AT-AT.

AT-PTs are made to take single troopers into intense combat situations on their own, with the firepower of a squad. They stand only three meters tall, and are driven by AT-PT pilots.


The walkers are capable of reaching speeds up to 60 kilometers per hour and can climb a 45-degree angle, with hydraulic adjusters keeping the unit balanced. The vehicles carry a long-range comm antenna for patrols. The main drive unit provides power and hydraulic pressure for the two legs, and features cooling vents. The cockpit entry hatch is on the side, while the emergency flare launcher is just above the viewport.


The AT-PT is — compared to its intended threat, enemy soldiers — heavily armored, enough so that small-arms fire cannot penetrate the craft's armor. The walker is armed with twin blaster cannons and one concussion grenade launcher, which are only effective against infantry. The walker's superior agility made up for its light armor (in comparison to most other cavalry units).


The units often travel in packs for increased firepower.


The AT-PT was a limited production model, the majority of which were stationed aboard the Dreadnaught-class cruisers of the legendary Katana fleet, and many were lost when the fleet itself vanished.


During the Galactic Civil War, the Galactic Empire utilized a number of the walkers. They were often used as sentries and patrol vehicles near Imperial installations.

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

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct

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The AT-PT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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.

The construct makes three attacks with its repeating blaster cannon.

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

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.

The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw (DC 15). A target takes 21 (6d6) damage on a failed save, or half as much on a successful one.

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HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

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When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

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While the spider remains motionless, it is indistinguishable from a normal gnarltree.

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.

The spider makes two slam attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"OGYyOWVlOGI4YmQ5","flags":{},"name":"Pacifying Spores (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/243_-_Knobby_White_Spider/avatar.webp","data":{"description":{"value":"

.

The spider ejects spores in 15-foot cone. All creatures in the area must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

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The Bogan can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YjdjZjEzYWNkZmYy","flags":{},"name":"Enhanced Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan's attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDg2OGUyZGUwMTQ1","flags":{},"name":"Flyby","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan does not provoke attacks of opportunity while flying.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OWZhMGJmOTI4ZDBm","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan's innate forcecasting ability is Charisma (save DC 23). It can innately cast the following powers:

At will: darkness, enfeeble, feedback, force push/pull, force

throw, sever force, wound

3/day each: crush, fear, force lightning, force suppression,

improved force scream

1/day each: death field, improved force camouflage, rage, ruin

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NzNjM2YzMGRhYjk1","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

If the Bogan fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YjA3YmUwOWNmMzc3","flags":{},"name":"Limited Force Immunity","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MDVhYmM2MzBjNWM1","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ODNiZDY1NDcwYWMw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Bogan makes one bite attack, one wing attack, one claws attack and one blade of the darksider attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NTkxNzY1ODk5OTRl","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 28 (4d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"YjQ0YWMxY2EzZmE2","flags":{},"name":"Claws","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage.

The target is grappled and restrained (escape DC 22). The Bogan can grapple one creature at a time if it is on the ground or two if it is flying. Claws grappling a creature can’t attack any other creature.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"OTFhNzU4ZmQ4Mjgx","flags":{},"name":"Wing","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 22 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"NmQ0MjI0ODFkZmQ3","flags":{},"name":"Blade of the Darksider (one handed)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 27 (6d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","kinetic"],["6d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"ZGI2YTg2YjQ0MmQw","flags":{},"name":"Blade of the Darksider (two handed)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 27 (6d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+6","kinetic"],["6d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"YTY3ZDQyNGRiOGVk","flags":{},"name":"Hide","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

.

The Bogan takes the Hide action.

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.

The Bogan teleports to a location it can see within 100 feet of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"MGE1Zjg4NzgxYTcx","flags":{},"name":"Innate Power (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

.

The Bogan casts an innate power.

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.

The Bogan radiates darkness in a 30-foot radius. The darkness lasts until the start of the Bogan's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000}]} +{"_id":"CyN58TMD8m7nzq4R","name":"Porg Swarm","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":24,"min":0,"max":24,"temp":0,"tempmax":0,"formula":"7d8-7"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":50,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":24,"min":0,"max":24},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"They're from Ahch-To. Luke called them porgs. They're adorable.\"

- Rey, to Poe Dameron

DesignationNon-sentient
ClassificationAvian
Feather color
  • Brown
  • Gray
  • White
  • Orange (males)
Eye ColorBrown
Homeworld
Ahch-To
Habitat
Coastal

Porgs were a species of sea-dwelling bird. They were native to the planet Ahch-To, where Jedi Master Luke Skywalker made his exile in the years prior to the Battle of Crait.

Biology and appearance

Porgs were a species of non-sentient birds. They were stocky in nature, with two short wings, flat, beakless faces, and two webbed feet. Porgs were sexually dimorphic; males were slightly larger than females, and males also had orange plumage around the eyes. Porgs of both sexes were covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They were much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They could fly short distances but not far enough to leave their native island. They could also run quite swiftly on the ground and were good at maneuvering into small spaces. The birds had stereoscopic vision; their eyes had brown irises and black pupils. Porgs favored colder environments.

Porgs apparently understood certain linguistic terms. When they overheard Rey refer to Chewbacca as \"Chewie,\" they mistook it to be the word chewy, leading them to wonder whether Chewbacca would serve as her food.

Behavior

\"Puffy, my good luck charm! You look hungry.\"

- Hondo Ohnaka

These hypercurious, cliff-dwelling creatures were found throughout the islands of the planet Ahch-To. They were capable of performing controlled dives into the sea, where they fetched fish to feed on or pass on to their otherwise helpless offspring, which were called \"porglets.\" They also hunted crustaceans. Porgs exhibited a roosting behavior, and they built nests along the island cliffs. They built nests from hair, fiber or grass and decorated them with shiny objects they had acquired. Porgs loved water, both to drink and to play in. They also loved tasting new things. Porgs had strong natural camouflaging abilities, as well as many interesting calls, ranging from burbles to squeaks to song. They crooned a special song when they were pleased. However, they could also be completely silent when necessary. Despite their curious nature, they could be quite shy if they felt threatened. Porgs, both wild and domesticated alike, were unusually smitten by human objects, and found shiny objects very fascinating. If their curiosity ran unchecked, they could wreak havoc. Porgs enjoyed being petted and scratched, especially behind their ears. A group of porgs was called a \"murder.\"

History

\"When did this old rattletrap become a birdcage?\"

- Leia Organa, commenting on the infestation of porgs in the Millennium Falcon

Porgs evolved from seabirds on Ahch-To. Considered quite tasty by some species, they were sometimes hunted by the resident Lanai as well as visitors to Ahch-To. At the time of the First Order–Resistance war, when Jedi Master Luke Skywalker threw his lightsaber off a cliff, two porgs investigated the weapon. The birds nearly activated the weapon, before they were scared off by Rey. Shortly afterwards, another porg watched in curiosity from its nest as the Jedi Master spearfished from an island cliff. Rey found the porgs to be helpful to her Jedi training after she used the Force to catch one in midair in order to retrieve the lightsaber it had snatched. Finding that the porg's flock was visibly fascinated by her power, Rey promised them all \"a turn.\" While staying on Ahch-To, the Wookiee Chewbacca roasted two porgs for supper. A few of the birds stared at him before he could take a bite, but Chewbacca scared them off. When Chewbacca landed on Ahch-To, he considered porgs as a tasty treat, but found it hard to kill the winged creatures when the pack turned their sad eyes on him.

Unable to acquire a patch of blue moss for their young twins, a couple of porgs snatched wiring of the same color from the Millennium Falcon, hindering repairs that were being performed by Chewbacca and R2-D2. Following the porgs to their nest, Chewbacca tried to barter the blue wiring for a blanket but was declined. Soon realizing the plight of the porgs, Chewbacca was convinced by R2 to brave strong winds in order to harvest the moss from the high tree. Grateful for his assistance, the parents returned the wiring to Chewbacca, marking his first amicable relationship with porgs.

Later, at least four porgs found their way aboard the Millennium Falcon and made a nest. One of them accompanied Chewbacca during the Battle of Crait. Despite having an initial antagonism with the porgs, Chewbacca grew to like them and became their friend.

Boarding the Millennium Falcon, General Leia Organa observed a number of the creatures roosting aboard the vessel, prompting her to ask Chewbacca when the ship had become a birdcage.

Among the porgs which resided on the Millennium Falcon were the Porg Stowaway, Puffy and Snappy.

Around 34 ABY, porgs were imported to the planet Batuu and sold as pets in the Creature Stall at Black Spire Outpost.

In 35 ABY, a pair of porgs watched as Rey attempted to destroy Kylo Ren's TIE whisper and her lightsaber on Ahch-To.

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Average Height3 meters
Skin ColorGray
Hair color

Hairless

HomeworldCoruscant

Hive rats were enormous, nearly hairless, rapacious rodents who inhabited the sewers and lowest levels of Coruscant. The mutant rat species was often believed to be the result of ecosystem damage and exposure to sewage, pollution, and reactor radiation.

It could reach sizes of up to 3 meters and 300 kilograms. The bodies of the rats were often riddled with tumors and calluses.

Its powerful teeth and jaws were capable of inflicting considerable damage to water pipes and other utility lines. The hive rats' only benefit to Coruscanti residents was that they were happy to feed on duracrete worms, a pest. Otherwise, they were despised and looked on with fear. They roamed the underlevels in packs, and homeless residents and fugitives who wandered these levels frequently fell victim to packs of hive rats or other hungry creatures.

The hive rat gave birth to litters of 10 or more pups, for which it constructed nests.

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The hive rat has advantage on Wisdom (Perception) checks that rely on smell.

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

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

The target is grappled (escape DC 15).

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\"She is ancient, and powerful, and dangerous. Very dangerous. But you're on to her now. She is never what she appears. Remember that.\"

- Mara Jade Skywalker

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in both the dark side of the Force and the light side of the Force because she drank from the Well of Power and bathed in the Pool of Knowledge. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.

When the Father discovered her crime, he departed the planet with his children and left Abeloth stranded. The Son and the Daughter enlisted the help of the Killik hives from Alderaan, using them as workers to create massive technological artifacts, such as Centerpoint Station and Sinkhole Station to imprison Abeloth. According to the Killik Thuruht hive, Abeloth managed to escape her prison whenever the Current of the Force was altered and the flow of time changed. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle repeated itself for thousands of years, until the death of the Ones in 21 BBY.

When Jacen Solo fell to the dark side in 40 ABY and became the Sith Lord Darth Caedus in an attempt to change the future, he unintentionally awoke Abeloth. She later managed to escape from her prison due to the destruction of Centerpoint Station during Caedus' reign. Taking advantage of the chaos the galaxy was in, she immediately sought to maximize its effect, to totally wipe out civilization. However, she was discovered and hunted down by Luke Skywalker and his son, who constantly fought her and even destroyed some of her avatars. Ultimately Abeloth took the form of Senator Rokari Kem and successfully got herself elected as Chief of State of the Galactic Alliance. However, her remaining avatar bodies were killed and she was then destroyed by Luke Skywalker and Darth Krayt in the realm of Beyond shadows. Despite her death, Luke and the Jedi were not convinced Abeloth was dead for good and thus began searching for the planet Mortis. Luke intended to locate and obtain the same dagger used to kill The Ones decades earlier during his father's own encounter with them, to ensure that if Abeloth eventually returned, the Jedi would have a way to permanently kill her.

Biography

Imprisonment

\"Once you were with me, here in the Maw. Once you were all with me. Now you are apart, but one by one, you are all awakening. And once awake, you can hear my call, and come to me.\"

- Abeloth

The woman who would become Abeloth was first known as the Servant, a mortal who appeared through unknown means on the unknown jungle planet where the Ones lived around 100,000 BBY. She served the Father and his Son and Daughter, catering to their every need. But it was not long before the Servant became part of the Ones' family, filling the role of the Mother. The Mother kept the peace between the warring siblings and doted on the Father, ensuring the family's happiness for many years. Under her guidance, the Son began to use his destructive powers for something useful—he carved out caves and passages in the walls of the valley where they lived—and the siblings restored their home to its former glory, repairing the damage and neglect caused by the conflict of their rivalry.

But as the years went by, the Mother began to age while her family remained ageless. In her old age, she could no longer control the Son and Daughter's rivalry, and she began to fear that her family would abandon her. So in order to hold onto the life she had, the Mother decided to commit the Forbidden. While the Father was distracted by his warring children, she snuck a drink from the Font of Power just as the Son had done long ago. She then completed her transgression by bathing in the Pool of Knowledge like the Daughter, but the Father discovered her. But unlike the Ones, she was mortal, and so the Font and the Pool corrupted and twisted her. They granted her power, but twisted her mind and her body, creating the dark side entity known as Abeloth.

Abeloth used her new powers to dominate her adopted children, subduing them and forcing them to bow to her before the Font of Power. But at this point the Father, horrified and disappointed in Abeloth, stepped in. He departed the planet with his children, leaving Abeloth stranded alone and fulfilling her deepest fear—her family had abandoned her. This drove her to madness, fueling her desire to be loved and adored. Knowing that Abeloth would be a danger to others, the Son and the Daughter took control of the Killik hives from Alderaan and used them as workers. By joining the hivemind, the Ones shared their immense power in the Force with the Killiks. Under the direction of the siblings, the Killiks built many technological wonders, such as Centerpoint Station, Sinkhole Station, and many others. Using Centerpoint, the Ones crafted the spherical shell of black holes around their homeworld that would later become known as the Maw, and placed the smaller Sinkhole Station within to maintain the prison. After their creations were completed, the Son and the Daughter removed their power from the hives, and retreated with the Father to Mortis. Abeloth's former family would remain there until their deaths, only emerging to defeat Abeloth whenever she escaped from her prison.

The Killik Thuruht hive referred to Abeloth as the Bringer of Chaos, whose escapes and re-imprisonments formed a cycle of chaos and destruction that occurred whenever the Current of the Force—the flow of time— was altered. Abeloth thrived on fear and destruction, fanning the flames of conflict every time she escaped and sending the galaxy into chaos and turmoil. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle would repeat itself for hundreds of thousands of years, until the death of the Ones in 21 BBY. According to the Thuruht Histories, the Gree species came to her planet during one of her escapes to sacrifice an unknown saurian species to Abeloth.

Abeloth also existed beyond shadows, a realm that seemed to be a copy of Abeloth and the Ones' homeworld and which Force-sensitives could access by separating their minds from their bodies. Sinkhole Station would come to be inhabited by Mind Walkers, Force-sensitive beings whom she influenced with her powers. Desperate for contact with anyone, Abeloth would reach out to any Force-sensitives who entered the Maw (as the prison seemed to trap her powers within) and instill in them her overwhelming desire for companionship. These individuals would be inexplicably drawn to the Maw, where they would find Sinkhole Station and ascend to beyond shadows. Abeloth fed off of the Mind Walkers' life essences, absorbing their strength. Sometime prior to 44 ABY, the former Jedi Knight Callista Ming came across Abeloth, who consumed and killed her.

In 43.5 ABY, several Jedi Knights who had spent time at Shelter in the Maw during the Yuuzhan Vong War began to feel the effects of her influence, causing them to believe that everyone except for their fellow psychotic beings had been replaced by an impostor. The insane Jedi caused a rift between the Jedi Order and the Galactic Alliance government, as the two factions disagreed on how to deal with the issue. Abeloth also sent out a call through the Force, forcing Ship, a Sith Meditation Sphere, to travel to her planet in the Maw. Ship had spent the past two years forming a Sith armada for the Lost Tribe of Sith on the planet Kesh, and the Tribe thus sent a strike team to track down Ship and kill Jedi Grand Master Luke Skywalker—whose presence they had felt in the Force after he came into contact with an Aing-Tii relic, the Codex. Meanwhile, Skywalker and his son, Jedi Knight Ben Skywalker, were attempting to retrace the steps that Jedi Knight-turned-Sith Lord Jacen Solo had taken on his five-year journey after the Yuuzhan Vong War. The Skywalkers found the Mind Walkers and learned how to go beyond shadows, where Skywalker saw Abeloth in the Mists of Forgetfulness across the Lake of Apparitions. Referred to by the Mind Walkers as the \"Lady in the mists,\" Abeloth beckoned Skywalker to try to talk to her, but he refused.

Meanwhile, Ship, who was under Abeloth's complete control, led the Sith strike team to the planet which Abeloth inhabited. Abeloth took the form of a humanoid female of indetermined species and befriended the Sith strike team, claiming to be a refugee who had been stranded on the planet for the last thirty years. However, all the while she secretly sabotaged the Sith's efforts to escape. Abeloth had complete control over all of the planet's native flora, and she used them to attack the Sith, including the team's leader, Lady Olaris Rhea, who survived with the help of her apprentice, Vestara Khai. After the attack on Rhea, Khai was able to see Abeloth in her true form, just as the Skywalkers saw her beyond shadows—a woman with an overly large mouth, tiny sunken eyes, stubby arms, and hands with long, writhing tentacles instead of fingers. The rest of the strike team, however, still saw Abeloth as a normal humanoid female.

Battling Jedi and Sith

\"Abeloth. Abeloth, I'm here.\"

\"So am I.\"

- Luke Skywalker and Abeloth

After Abeloth encountered Skywalker beyond shadows, she allowed Ship to return to the Sith and transport them to Sinkhole Station to ambush the Skywalkers. Abeloth ordered the Sith to capture them rather than kill them, but Rhea later changed the mission's objective back to kill. The ambush, however, proved to be a failure—both Jedi escaped, and Khai was the only Sith survivor. Later, the Skywalkers speculated that Abeloth was the one causing the psychosis that afflicted Force-sensitives who had spent an extended amount of time in the Maw. Abeloth, meanwhile, continued to inflict her will upon more and more Jedi, in the hopes of luring those victims back to the Maw where she could consume their life energy.[3] Around that time, Ben also suggested that the Celestials might have built the Maw and the space station Centerpoint to contain Abeloth and her power; but once Centerpoint was destroyed, Sinkhole Station had begun to fall into disrepair and Abeloth's powers had grown.

A short time later, Abeloth managed to free herself from the containment of Sinkhole Station, destroying the station and killing the Mind Walkers. The Skywalkers, meanwhile, allied with a group of Sith from the Lost Tribe and ventured into the Maw to eliminate Abeloth. After finding Sinkhole Station destroyed, they traveled to Abeloth's planet. There, the Skywalkers' Force-sensitive friend Dyon Stadd, who had fallen prey to Abeloth's influence, was planted with a homing beacon and set free by Khai to find Abeloth. Stadd found her in a cave on the side of a volcano, and Abeloth entranced him before touching him and beginning to consume his life energy. However, she suddenly sensed the approach of the Jedi and Sith allies—who were tracking Stadd—and left him for dead, fleeing deeper into the cave. When her foes found her in a courtyard at the end of the cave, Abeloth took on Ming's appearance in an attempt to make Skywalker believe that she was, in fact, his long-lost lover. Skywalker eventually saw through her charade, however, realizing that Abeloth had actually consumed and killed Ming, and attacked her.

In the ensuing battle, the Sith betrayed the Jedi and created a control web, a trick they had learned from the dark side Nightsisters, in an attempt to capture Abeloth and force her to serve them, but she broke free and repulsed all of her assailants with a massive Force wave. She fled back up the cave and consumed and killed the Sith who had been left to stand guard with a recuperating Stadd, before turning to Stadd to finish consuming his life energy. However, her enemies had recovered from her attack and pursued her back up the cave, and Skywalker suddenly arrived on the scene. She took on the appearance of Stadd while projecting an image of Ming in an attempt to trick Skywalker, but he saw through it and stabbed his lightsaber into what appeared to be Stadd's chest. She morphed back into her true form, then, and prepared to unleash a wave of dark side energy, but appeared to die halfway through. All of the beings who had been affected by her influence were instantly freed, and the Skywalkers and three Sith—Khai, Khai's father, Gavar, and High Lord Sarasu Taalon—remained behind to investigate more into Abeloth. However, they soon discovered that she had somehow switched bodies with Stadd, and was thus not dead.

On the run

\"Luke… Join with me. Save me…\"

\"I will. I will save you.\"

- Ming's presence within Abeloth and Luke Skywalker

By the time the Sith and Jedi returned to the Skywalkers' ship, the Jade Shadow, Abeloth had already broken free from the vessel. She summoned Ship to return to the world, although the three Sith claimed to the Jedi that they were the ones to have called Ship back. Ship then convinced the Sith that they could find Abeloth by using the Force nexus known as the Pool of Knowledge, and took the five allies to find it. Abeloth, meanwhile, returned to the Jade Shadow and fled the planet. After seeing a vision in the Pool of a Jedi queen whom he believed could stop the Sith invasion, Taalon jumped into the Pool and a duel broke out between the Jedi and Sith. The Jedi escaped, and, following his immersion in the Pool, Taalon began to slowly transform into the same kind of entity as Abeloth.

Abeloth, meanwhile, traveled to the pacifistic Force-sensitive Fallanassi on the moon Pydyr and took over the body of their leader, Akanah Norand Goss Pell. The Jedi, accompanied by Vestara Khai—whom they allowed to accompany them despite the fact that they knew she was working as a spy for her Tribe—tracked Abeloth to Pydyr. Khai sent out a message to the Sith fleet, and the Sith sent shuttles of reinforcements, including Taalon and Gavar Khai. They agreed to work once more with the Jedi, and Luke Skywalker led the tenuous allies to the Fallanassi village where Abeloth was hiding. After they broke through Abeloth's defenses of illusions in the White Current, she came to meet them in the form of Pell. Taalon began to interrogate her about Abeloth, and she revealed that she had come to Pydyr because she was a Fallanassi. However, when she refused to answer Luke Skywalker's question of whether that meant Abeloth had always been Fallanassi, or whether she had only recently joined, Taalon ordered Gavar to kill one of the Fallanassi. In response, Abeloth used the White Current to induce visions that drove all of the Sith—save Khai and Taalon—insane, giving up her cover. She then took Taalon into a gathering hall in the Fallanassi village to speak with him, but the Jedi and Vestara followed.

Luke Skywalker engaged Abeloth in battle once more, and he again defeated her, killing Pell's body. However, Abeloth deserted that body and returned soon after in the form of Callista Ming. She incapacitated Skywalker, while Taalon—who desired to learn from Abeloth what exactly he was becoming—captured Ben in a Force net. As Taalon and Abeloth conversed, Abeloth revealed that she knew he could not eat mortal food, and then began to feed him dark energy from her tentacles. However, Luke returned to consciousness and brought the ceiling of the hall they were in down upon them, distracting Abeloth while Vestara Khai stepped forward and killed Taalon to prevent him from becoming another being like Abeloth. In the ensuing fight, Abeloth was severely injured by the Jedi, and she fled in Ship, escaping the system. The Skywalkers, now with Khai as their ally, were reinforced by a flight of Jedi in StealthXs sent from Coruscant, who helped them fight off the remaining Sith so that they could continue to hunt her down.

Abeloth stopped first at Meliflar Station, where she forcibly imbued the girl Fala with some of her own energy to use her as bait, and forced the space station's crew to set up an ambush for the Skywalkers, so that when they arrived the Jade Shadow would be destroyed instantly. Abeloth then continued on to the planet Nam Chorios. Her planned ambush for the Jedi failed, however, as the station's inhabitants decided instead to try and capture the vessel. Meanwhile, on Nam Chorios, Abeloth recovered and gained control of the Theran Listeners by consuming and possessing their leader, Nenn. As her influence over the Theran Listeners steadily grew stronger, Jedi Knights Valin and Jysella Horn—two of the first Knights of the New Jedi Order to fall prey to her influence—were drawn by her to the world.

However, Khai and the Skywalkers eventually caught up to Abeloth in the pumping station in the city of Crystal Valley. There, Abeloth again appeared to them in the form of Callista in an yet another attempt to sway Luke Skywalker to join with her. However, in doing so she revealed that Callista's spirit was more intact than those of the other beings she had consumed, and thus had more influence over her. Luke allowed Callista's spirit to engage him with her mind and with the Force, expanding both of their Force presences as they relived her memories of the past; he felt her love for him, as well as the pain and loneliness she felt after being consumed by Abeloth. Meanwhile, a strike team of Sith led by Saber Tola Annax arrived and began battling Abeloth as well. Abeloth tried to hide her presence behind Callista, hoping to make it appear that the being confronting Luke was Callista herself—but Luke again saw through her disguise. He used the mnemotherapy technique he had learned from the Listeners to tear Callista's spirit away from Abeloth, saving her and weakening Abeloth greatly in the process. As Callista's spirit, finally freed, faded into the Force, Abeloth reverted to using the body of Nenn. However, the Listener-Master refused to be controlled by her and stabbed himself with a lightsaber, further weakening Abeloth. Horn, who had been in combat with Ben and Khai, was knocked unconscious.

Rise to power

\"Nothing can hold her… Fool to think I could use her… What is she?… By the dark, the greatest mistake I have ever made…\"

- Darish Vol, on Abeloth

While the Sith and Jedi battled each other, Abeloth attempted to flee in Ship. However, a Jedi fleet was already in orbit, battling a Sith flotilla under the command of Gavar Khai. Luke joined the Jedi in fighter combat in the pursuit of Ship, who was heavily damaged and weakened. Ship suffered multiple hits, but managed to escape with Abeloth alive. Abeloth soon afterward contacted Gavar Khai, whose fleet was regrouping after their defeat. She told him that the Jedi, their mutual enemy, were too powerful for either of them to overcome separately,[6] and they discussed an alliance. He then took Abeloth to the Tribe's homeworld, Kesh, where a meeting of the Tribe was called by Grand Lord Darish Vol. Vol decided to accept the alliance, and Abeloth was brought to the surface for a large celebration.

That evening, however, Abeloth appeared to Vol in his sleep and attempted to kill him. He allowed her into his mind, and she was too reckless in her approach, letting him in turn enter her mind. He discovered the pain of her loneliness and her need for adoration, and dueled her mentally, telling her that she was unloved. Abeloth's assassination attempt turned into an attempt to fight free from Vol's grasp, and she finally broke free. Infuriated and in agony, Abeloth unleashed waves of dark side power onto the Sith capital city of Tahv, killing thousands and leaving the city in ruins. As she fled in Ship, she used the mental hold she had begun to develop over several of the Sith to influence them to defect from the Tribe's armada and join her. Leading those forces was Gavar Khai in the ChaseMaster frigate Black Wave. They successfully escaped Kesh, and upon their rendezvous, Abeloth ordered Khai to lead the Jedi and Sith who would inevitably attempt to find her astray.

As Vestara Khai and the Skywalkers continued to hunt for Abeloth, she took the form of the Jessar Rokari Kem, a highly popular resistance leader who was due to become a Senator in the Galactic Federation of Free Alliances. When Gavar Khai and a team of nine other Sabers were killed by Abeloth's pursuers, she granted command of the Black Wave to Saber Tola Annax. However, she soon afterward stripped Annax of her powers, filled her with dark energy and left her as bait on the planet Upekzar, where she laid a trap for the Jedi. Meanwhile, in the guise of Kem, Abeloth traveled to the galactic capital Coruscant, where she found that several Sith, including High Lord Ivaar Workan, had already infiltrated the Galactic Alliance government.

Without revealing her true identity as Abeloth, she then threatened Workan—who was masquerading as Senator Kameron Suldar—to stay out of her way, and suggested that she knew his secret. Meanwhile, the Jedi Order left all operations on Coruscant under the pretense of needing to distance itself from the Galactic Alliance and act as its own authority, rather than as an official branch of the government—however, unbeknownst to Abeloth and the Sith, Luke Skywalker knew of the Sith's infiltration and was hoping to lure the Sith into making a move on Coruscant. Soon afterward, Vol arrived on Coruscant and attempted to assassinate Kem—Workan had told him that Kem was the only thing standing in the way of the Sith taking control of the government. However, Abeloth defeated Vol and subsequently called Workan, showing him Vol's decapitated head and ordering that he meet with her the next day.

Still in Kem's guise, Abeloth met with Workan and ordered that he initiate a vote to replace the current interim Chief of State, Padnel Ovin, with herself, and then help her achieve the title of \"Beloved Queen of the Stars\" and then goddess. During the Senate session, Workan called for the vote, but Ovin came forward to make a speech—unbeknownst to Abeloth and the Sith, he was stalling to give his Chief of Staff, Wynn Dorvan, time to assist in the rescue of Jedi Leia Organa Solo, whose arrest Workan had arranged. Abeloth finally grew tired of Ovin's speech and caused him to collapse; he was soon after pronounced dead. Workan then insisted that the vote be held immediately, and with the help of the Force to influence some of the Senators, Kem won with four-fifths of the Senate's vote, thus making Abeloth Chief of State. Abeloth subsequently came to see Dorvan, who had been captured by three Sith, and shed her disguise as Kem to reveal her true form to him, to his horror.

\"Death\"

Abeloth's reign eventually came to an end with the Liberation of Coruscant. Using Dorvan as her aide, she solidified her rule on the planet until the Jedi began striking at the Lost Tribe across the planet. Under Dorvan's advice, the Sith retreated into the Jedi Temple. Realizing that the Sith would be unable to maintain their hold on Coruscant, and also seeing the opportunity to recreate her family, she abducted Vestara Khai and Ben Skywalker.

To distract the Jedi, Abeloth caused cataclysmic seismic activities on Coruscant, ensuring the potential death of billions if they gave chase to her. Abeloth's Korelei-avatar brought Vestara and Ben to her planet with the intention of forcing them to drink from the Font of Power, which would transform them into - for lack of a better name - the new family of Ones who would reshape the galaxy to their liking. She also sent out Ship to attack Luke Skywalker, anticipating that he would attempt to stop her. Abeloth then mindwalked the majority of her essence into the Realm Beyond Shadows to duel with Luke Skywalker, as well as Darth Krayt, a Sith Lord that was not affiliated with the Lost Tribe of the Sith. It was a grueling duel, although they eventually succeeded when Abeloth's avatar bodies were being destroyed one-by-one across the galaxy, eventually sinking into the Lake of Apparitions afterwards. Although Abeloth was dead, the Jedi Order knew that she would end up returning sometime (after becoming strong enough to do so), with Luke knowing that such a Force entity couldn't be \"truly\" killed. According to Luke, Abeloth might not even return during his and the other Masters' lifetime, but even a hundred years or a hundred thousand years later. As a precautionary measure, the Jedi intended to locate the Mortis Monolith in order to obtain the Mortis Dagger, ensuring they would have a way to kill Abeloth for good if she were to return.

Personality and traits

\"Silly Jedi. No one can explain Abeloth.\"

- Akanah

Abeloth was a being created as a servant by the three Celestials: the Father, the Daughter, and the Son.

She was antagonized by loneliness; she felt an absolute need to be loved and adored, and was nearly overcome when Vol attacked her with the idea that she was hideous and despised. She fed her craving for adulation by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This stemmed from her original fear of losing her family, who remained ageless while she became old and decrepit. In an attempt to hold on to the life she had, Abeloth drank from the Font of Power and bathed in the Pool of Knowledge, which corrupted her mind and twisted her love for her family into a craving for companionship. When her family abandoned her on their planet—the very reason she committed her crimes in the first place— she was driven insane by loneliness and despair. She fed on fear and destruction in an attempt to gain more power, as her ultimate goal was to recreate her lost family—she tried to force Ben Skywalker and Vestara Khai to drink from the Font of Power, intending them to be the replacements for the Son and Daughter.

Abeloth had the ability to change her appearance at will, often taking on the appearance of Callista Ming, whom she had consumed. However, Abeloth's true form was that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She had a long cascade of straw-like, honey-blond hair that reached to the ground and a large, full-lipped mouth that stretched from ear-to-ear and contained needle-like teeth. Her arms were stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body was rigid and straight, and when she walked or ran, her legs rippled forward more than they swung. In addition, her body was enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.

Powers and abilities

\"I am programmed to obey a strong will. The girl is strong. You are stronger, Sword of the Jedi. But neither of you can break the hold she has on me. She is older, and more powerful than you can possibly imagine.\"

- Ship, to Jaina Solo

While Abeloth appeared as a humanoid female of indeterminate species to most, Luke Skywalker saw her true form beyond shadows and Vestara Khai was able to see her true appearance after Khai discovered Abeloth's treachery against the Sith. Abeloth could command the native flora of her planet to do her bidding and also had the ability to influence the minds of Force-sensitive beings who had spent an extended period of time in the Maw, causing in them a psychosis which made them believe that everyone—except for other such psychotic beings—had been replaced by impostors and instilling in them a desire to find her. Once the influenced being found her, she consumed their life energy, killing them and making herself stronger. The strength of her influence was formidable—even when the Jedi learned what symptoms to look for, upon the onset of the psychosis they still believed that everyone they knew was an impostor. She was also able to control the Meditation Sphere Ship which was programmed to obey the strongest will; her powers overwhelming those of the Sith's and of the Jedi's attempts to control the Sphere. Described by Tahiri Veila as a living Force volcano, Abeloth's strength in the Force was a dozen times that of Luke Skywalker, who was widely recognized as the most powerful Force user in the galaxy. However, Skywalker was able to defeat her despite this.

Abeloth wielded exceptional telekinetic powers, using the Force to blast everyone away from her during her battle with the Sith and Jedi. She was able to resist the powers of a control web, and was also able to teleport herself from one place to another, a power which she also used during her battle with the Sith and Jedi. Abeloth was able to take on the physical appearances of beings that she had consumed, including Callista Ming and Dyon Stadd, and she was also able to project images of other beings, as she did when projecting an image of Callista while she herself took on the form of Stadd in an attempt to trick Luke Skywalker. Abeloth was able to redirect Vestara Khai's Force lightning back at her. She was also more than capable of using Force lightning herself, using it in multiple fights with the Sith and Luke Skywalker. Abeloth's sheer strength was extensive—after her mental duel with Vol, she released waves of Force energy on Tahv that caused the beings in her vicinity to implode, those farther away to be ripped to pieces, the buildings to melt to the ground, and glass and weaponry to fly through the city, looking for someone to hurt so that they could feel the pain she felt. Abeloth was capable of producing a Force-flash that could affect the visuals of ships in an entire star system. She was known to feed on fear and death. She was also capable of using the Fold space ability.

Abeloth was also able to possess or switch bodies—before Skywalker could kill her, she switched bodies with Stadd and took on Stadd's appearance, tricking the Jedi and Sith for several days into believing that she was dead. Later, she took over the body of the Fallanassi Akanah Norand Goss Pell, although Pell fought back. When she was again defeated by Skywalker, she left Pell's body and returned in the form of Callista soon after, and told Skywalker that she had more bodies than he could destroy. She was also capable of absorbing the consciousness of beings in order to further enhance her power, as Callista Ming's mind dwelled within Abeloth. However, Luke was able to use mnemotherapy to rip Callista Ming's soul free from Abeloth and allow her to rest in peace, severely weakening Abeloth in the process. She was later able to use her abilities to impersonate Rokari Kem and gain prominence on Coruscant. When Vol attempted to assassinate Kem, she beheaded the Grand Lord and forced High Lord Ivaar Workan to aide her in becoming Chief of State of the Galactic Alliance. Later, she also possessed Imperial Officer Lydea Pagorski, as part of a plan to help Natasi Daala gain power in the Imperial Remnant for her own purposes. However, her dependency on avatars was ultimately her greatest weakness: killing a significant amount of avatar bodies in her possession also resulting in her strength weakening rapidly to the point of death, which Luke ultimately utilized to deliver the finishing blow on Abeloth in their duel. Also, she preferred to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies failed to last for long before deteriorating.

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Abeloth's forceasting ability is Charisma (force save DC 23). Abeloth can innately cast

the following powers:

At will: coerce mind, sense force

3/day each: fear, force suppression, telekinesis

1/day each: telekinetic wave, force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZTY1ZGUzM2UyYTgy","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/266_-_Manifestation_of_Abeloth/avatar.webp","data":{"description":{"value":"

If Abeloth fails a saving throw, she can choose to succeed instead.

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Abeloth has advantage on saving throws against force powers and effects.

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Abeloth's weapon attacks are enhanced.

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Abeloth has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

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.

Abeloth makes two tentacle attacks.

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Melee Weapon Attack +17, Reach 5 ft., One target. Hit : 28 (3d12+9) kinetic damage.

If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, they die and their essence is absorbed into Abeloth.

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.

Abeloth turns her will upon one creature she can see within 120 feet. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert it's attention to automatically succeed on the save. If the target does so, it can't see Abeloth until the start of its next turn. If the target again focuses on Abeloth in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Abeloth's choice or at random:

1. Beguiling Will. The target is stunned until the start of Abeloth's next turn.

2. Hypnotic Will. The target is charmed by Abeloth until the start of Abeloth's next turn. Abeloth chooses how the charmed target uses its actions, reactions, and movement. Because this effect requires Abeloth's strong effort, she can't use her Maddening Will legendary action until the start of her next turn.

3. Insane Will. The target suffers the effect of the confusion power without making a saving throw. The effect lasts until the start of Abeloth's next turn. Abeloth doesn't need to concentrate on the power.

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.

The spirit attacks once with Force Saber.

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Ranged Weapon Attack +17, Range 15 ft., One target. Hit : 20 (2d10+9) lightning damage plus 11 (2d10) necrotic damage

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.

Abeloth uses her Will action, and must choose either the Beguiling Will or the Insane Will effect.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The sage is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 40 force points.

The

sage knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump

2nd-level: battle meditation, force confusion, phasewalk

3rd-level: force suppression, sever force, telekinetic gust

4th-level: force immunity, freedom of movement

5th-level: improved battle meditation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Chewbacca

Chewbacca, known affectionately to his friends as Chewie, was a Wookiee warrior, smuggler, and resistance fighter who fought in the Clone Wars, the Galactic Civil War, and the conflict between the First Order and the Resistance. He hailed from the planet Kashyyyk and became a Wookiee military leader. During the Clone Wars, he was captured by Trandoshan slavers and held captive on Wasskah, but he worked with a fellow captive, Jedi Commander Ahsoka Tano, to escape. He later commanded Wookiee forces during the Battle of Kashyyyk alongside the Grand Army of the Republic, led by Jedi Master Yoda. During the battle, one of the last ones of the war, Yoda's clone troopers received Order 66 from Supreme Chancellor Palpatine and, with the help of Chewbacca and his fellow Wookiee Tarfful, Yoda escaped Kashyyyk and the destruction of the Jedi Order.

In the years that followed, during the rule of the Galactic Empire, Chewbacca was enslaved by the Empire, until he was rescued by Captain Han Solo aboard the Millennium Falcon and became his co-pilot. Together, they assisted Tobias Beckett in a coaxium run. They worked in the employ of crime lord Jabba Desilijic Tiure until Solo was forced to dump a shipment of spice to avoid trouble with the Empire, at which point a bounty was placed on their heads. Soon thereafter, Chewbacca and Solo were hired by Jedi Master Obi-Wan Kenobi to ferry him, Luke Skywalker, C-3PO, and R2-D2 to Alderaan on a mission vital to the survival of the Alliance to Restore the Republic. After finding Alderaan was destroyed, the group was brought aboard the Death Star, where they helped Princess Leia Organa escape from captivity and return to the Rebel base on Yavin 4. Though Chewbacca and Solo initially chose to leave Yavin 4 and not join the Rebellion, they ended up fighting in the Battle of Yavin and were instrumental in Skywalker's destruction of the Death Star, a major victory for the Rebellion.

Throughout the war, Chewbacca and Solo fought the Empire in a number of engagements, including an assault on Cymoon 1 and the battle on Vrogas Vas. Along with Princess Organa and C-3PO, they escaped from Echo Base on the planet Hoth after the Empire tracked the Rebel Alliance there. The group sought refuge with Lando Calrissian, an old friend of Solo's, on Cloud City, but Calrissian betrayed them and turned them over to Darth Vader, the Emperor's chief enforcer, after his city was threatened. Solo was frozen in carbonite and Calrissian helped the others escape, but they were too late to save the frozen Solo from being taken by Boba Fett to Jabba the Hutt. Chewbacca and Calrissian set off to find Solo and located him in Jabba's Palace on Tatooine, where Chewbacca and his friends saved Solo and destroyed Jabba. Shortly thereafter, they fought in the Battle of Endor, where Chewbacca helped destroy the shield generator and allowed the Alliance Fleet to destroy the DS-2 Death Star. The Emperor was killed for the first time aboard the battle station, delivering a crippling blow to the Empire.

After Endor and the rise of the New Republic, Chewbacca and Solo fought to liberate Kashyyyk from the Empire. When the war finally came to a close, Chewbacca returned home to Kashyyyk with his family. After Solo's son Ben, turned to the dark side and destroyed Skywalker's new generation of Jedi, Chewbacca reunited with his old friend and the two spent many years as smugglers once more. They lost the Millennium Falcon and ended up smuggling aboard a ship called the Eravana, but they eventually found the Falcon and, with it, stowaways named Rey, Finn, and the droid BB-8. The droid had part of a map that led to the exiled Luke Skywalker, so the group brought the map to the Resistance that opposed the First Order, which had risen from the ashes of the Galactic Empire. Chewbacca soon fought in the assault to destroy Starkiller Base, a devastating First Order superweapon, a conflict in which Solo lost his life at the hands of his son. After the base was destroyed, Chewbacca joined Rey in traveling to the planet Ahch-To on the Falcon, where they found Luke Skywalker. After Solo's death, Chewbacca often served as the sole pilot of the Falcon, including piloting the ship to aid the Resistance during the Battle of Crait.

Roughly a year after the battle of Crait, Chewbacca was one of the last of the Resistance. Having learned of the mysterious return of the Emperor, Chewbacca and the crew of the Falcon, now including Poe Dameron, traveled to the planets Pasaana and Kijimi to find a clue to how to find where the Emperor was hiding, being reunited with his friend Calrissian in the process. The quest nearly ended in Chewie's death, as Rey, having been revealed to be the Emperor's granddaughter through his son, lashed out with dark power during a fight with Kylo Ren and destroyed a First Order transport that she had thought Chewie had been loaded onto, seemingly killing him.

However, Chewie survived and was rescued by the Resistance as they continued the quest. Rey eventually found Exegol during a failed self-exile attempt to protect the galaxy from her becoming a Sith, and led the charge during the battle that ensued later on. Rey ultimately killed her malevolent grandfather with the help of the returned Ben Solo in the climax of the battle, while the Resistance, joined by the galaxy fleet, progressively overpowered the Sith fleet of essential Death Stars that the Emperor planned to unleash.

Having destroyed the Sith once and for all, the Resistance reveled in their victory, but also mourned their losses, including Leia, who had died of natural causes shortly after reaching out to her son and helping him turn back towards the light. Chewie was presumably not present on his beloved ship when Rey took it and BB-8 to bury the Skywalker lightsaber and Leia's own at the site of Luke's former home on Tatooine.

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

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If there is a hostile creature within 5ft of the YVH 1 its ranged attacks will not have disadvantage.

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The smuggler's speed isn’t a\u0000ected by carrying a grappled creature who is large or smaller.

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When the Smuggler fails a saving throw, she can choose to succeed instead.

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The smuggler can utilize its reaction to make an opportunity attack utilizing it's bowcaster against a creature that enters or leaves a 15ft radius of the smuggler.

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.

The smuggler makes three weapon attacks.

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 21 (3d10+5) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 15 (2d8+6) kinetic damage.

The target is grappled (escape DC 19).

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The smuggler tears apart a grappled opponent. A grappled creature must make a DC 19 Strength saving throw. On a failure, the creature takes 20 (4d8+6) kinetic damage and is stunned until the end of the smuggler's next turn. On a success, the creature takes normal unarmed strike damage.

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\"I see battle droids… and something else!\"

\"Perhaps the Geonosians have upgraded the battle droids. These may be more formidable.\"

- Jedi Siri Tachi and Adi Gallia

Manufacturer
  • Baktoid Combat Automata
  • Geonosis Industries
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine programming
Sensor colorRed
Plating color

Dull silver (can be camouflaged)

The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved the need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

Characteristics

One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. In some cases the weapons were replaced with a TriShot weapon system. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

History

Clone Wars

\"They've sent in the supers!\"

- Various clone troopers

The B2 was preceded by the lesser-used prototype beta version. Soon after the Invasion of Naboo, the Trade Federation was researching a new type of battle droid. Commandos from the Royal Naboo Security Forces seized the research facility and discovered the data about this new battle droid.

During their first deployment at the Kashyyyk Trade Rebellion in 28 BBY, the new B2 designs proved to be a match for the local Wookiee warriors.

Super battle droids saw use throughout the Clone Wars as soldiers for the Confederacy along with its smaller cousins and the dreaded droidekas. Most super battle droids wore an unpainted dull silver tone, likely to differentiate them from the tan coloration the Confederacy used for its standard battle droids, or perhaps due to varying manufacturers. On occasion, they would be painted with green markings for camouflage.

Some Super Battle Droids were used as scouts to observe the plains of Geonosis, mostly because of their brute strength and their ability to destroy modest ground targets. This pleased many of the local Geonosians affiliated with the CIS, thus sometimes using the B2s as \"spire guards.\"

The droids eventually were able to express certain emotions, though having catastrophic grammar. They possessed a more violent temperament than the B1 model, to the point they would even strike down allied units in order to quickly intercept enemy targets, as seen in the First Battle of Geonosis. As well as that, they were also considerably more durable and intelligent, capable of easily withstanding light blaster bolts.

Super battle droids were often retrofitted with adversarial specific parts. However, this method was introduced late in the war and had little effect on the outcome of the conflict. One known model change was the introduction of the grapple droid, which had heavier armor and a larger frame. This droid was programmed to be a close combat model able to receive primary lightsaber slashes and disable enemies through its electrified claws. Another specialized variant was involved in the release of the swamp gas toxin on Ohma-D'un. The D-60 assault droid, another variant, was used in the Battle of Cartao by CIS forces. two jetpack-equipped variants of the droid, the jump droid, and the rocket droid, were also developed. Other variants included super battle droids armed with various weapons, such as the Mortar Super Battle Droid, the Anti-Air Super Battle Droid, and the Repeater super battle droid. A more heavily armed and armored version was the Heavy super battle droid, and orray troopers were B2 droids armed with flamethrowers which rode orrays. These variants were produced at Geonosian troop centers.

During the third battle of Felucia, the Separatist deployed an experimental model of super battle droid. This model was the B2 Assault, which was an upgraded version of the preexisting B2-HA super droid. During the battle the CIS also deployed the B2 soldier, and this model of super battle droid was used to attack a Republic outpost staffed by Graul Company, and these units had green markings.

The B2 battle droid was designed by the Techno Union using the existing B1 design as a template. After prototypes were successfully tested, Count Dooku struck a deal with Poggle the Lesser, Archduke of Geonosis, to mass produce these droids.

Further orders were placed on worlds controlled by Baktoid and quadrillions of B2s were soon running off the assembly lines. Despite their advantages and ease of production, however, they were not manufactured as extensively as their inferior cousins, the B1s.

During the Clone Wars, B2s would become an important component of the Separatist Droid Army. They participated in most battles in that conflict including the Battle of Geonosis, Battle of Muunilinst, Battle of Coruscant, and Battle of Kashyyyk, and innumerable others throughout the galaxy. B2s were used as shooting range targets as part of the training of clone sharpshooters. A training model was used on Kamino for the training of Clone cadets.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, the B2s were deactivated.

Post-Clone Wars

A few years after Order 66, Gizor Dellso reactivated a droid factory on Mustafar. Among the reactivated production lines were a few lines that produced B2 battle droids, providing Dellso with an acceptable amount of B2's in his droid army.

After the Clone Wars, a few entrepreneurs found warehouses filled with the droids. Many were sold to gangs or major crime lords for enforcement. Others would be used by the various Separatist holdouts. Like some B1 battle droids, B2s were also used as guards inside the Death Watch bunker on Endor. Borvo the Hutt owned several super battle droids to defend his vault on Naboo.

During the Yuuzhan Vong's invasion of the galaxy, many B2 droids used by the Galactic Alliance made up a force known as the Orange Panthacs, which beat back an occupation force of Fire Breathers on Mantessa.

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

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The super battle droid makes two weapon attacks with its strike or wrist blaster.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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Once per turn when the dreadlord rolls damage for a weapon attack using a lightweapon it can reroll the weapon’s damage dice and use either total.

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When the dreadlord fails a saving throw, he can choose to succeed instead.

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The dreadlord is a 20th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 60 force points).

The dreadlord

knows the following force powers:

At-will: affect mind, burst, force disarm, force push/pull,

lightning charge, psyhcic charge, saber reflect, saber throw,

shock

1st level: force jump, force throw, hex, phase strike, slow

descent

2nd level: darkness, dark shear, phasewalk

3rd level: choke, dark aura, force lightning, force repulse,

knight speed, sever force

4th level: shocking shield

5th level: improved force scream, improved phase strike,

improved phase walk, telekinesis

6th level: crush, force lightning, rage

7th level: force lightning cone, ruin

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The dreadlord has advantage on saving throws against a force powers.

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Unless the damage from a single attack or effect exceeds 15 points, the dreadlord takes no damage from that attack. If the dreadlord takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The Dreadlord adds 7 to his AC against one melee attack that would hit him. To do so, the dreadlord must see the attacker and be wielding a melee weapon.

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The dreadlord can use his Frightful Presence. He then makes two martial lightsaber attacks and can chose to make 1 additional martial lightsaber attack or two offhand martial lightsaber attacks.

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Each creature of the dreadlord's choice that is within 90 feet of the dreadlord and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Dreadlord's Frightful Presence for the next 24 hours.

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Melee Weapon Attack +15, Reach 5 ft., One target. Hit : 26 (4d8+8) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 26 (4d8+8) energy damage

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The dreadlord moves up to his speed without provoking opportunity attacks.

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.

The dreadlord casts an at-will force power.

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.

The dreadlord makes one martial lightsaber attack.

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase Zero Dark Trooper

The Dark Trooper Phase Zero project was implemented in the early years of the Empire to deal with a shortage of experienced troops. To return veterans of the Clone Wars to peak condition, their limbs and organs were removed and replaced with cybernetics using much of the same technology used to transform Darth Vader into a cyborg. In some cases, over 70% of a clone's body was replaced. With their years of combat experience and cybernetic enhancements, the units that did make it onto the field were undeniably effective. However, as the subjects were forcibly recruited into the project, many Phase Zero Dark Troopers could not cope with the state of being more machine than man and attempted suicide. The project was eventually shut down as the Empire grew in power and the recruitment rate of non-clones rose.

A number of Dark Troopers served on battlefronts shortly before the Battle of Yavin. They were outfitted with Blast Cannons, SE-14r light repeating blasters, thermal detonators, ARC Casters, and Commando Pistols. They also had a jump pack.

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The Phase Zero Dark Trooper has disadvantage on saving throws against effects that would deal Ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZGEzZjkwZDRiNGU1","flags":{},"name":"Jump Pack (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","data":{"description":{"value":"

As a bonus action, the Phase Zero Dark Trooper can move double its movement speed, ignoring difficult terrain.

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.

The Phase Zero Dark Trooper makes two weapon attacks with its Vibro Baton, Shotgun or Blaster Carbine.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NjRjYWE5YjU4ZTg5","flags":{},"name":"Shotgun","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MzFhMzhlOGFlMzIy","flags":{},"name":"Blaster Carbine","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"MzlhNDBiZTNiYmQ4","flags":{},"name":"Blaster Volley (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/298_-_Dark_Trooper_2C_Phase_Zero/avatar.webp","data":{"description":{"value":"

.

The Phase Zero Dark Trooper sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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.

The Dark Trooper throws a grenade choosing a point within 40 ft. Each creature within 10 ft. must make a DC 12 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save or half as much on a successful one.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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Once per turn, the trandoshan can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trandoshan that isn't incapacitated.

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The trandoshan adds 3 to its AC against one melee attack that would hit it. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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The trandoshan makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelin.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage.

If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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For 1 minute, the trandoshan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the trandoshan. A creature can benefit from only one Leadership die at a time. This effect ends if the warlord is incapacitated.

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\"You can't take Her Royal Highness there! The Hutts are gangsters...\"

- Quarsh Panaka

DesignationSentient
Skin color

Black, blue, brown, gold, green, mottled brown, purple, tan, white (genetic defect), yellow

Eye colorBlue, gray, green, orange, turquoise, violet, yellow
Distinctions
  • 3 lungs
  • Slug-like
HomeworldNal Hutta
Language

Huttese

Hutts were a large slug-like sentient species who were native to the planet Nal Hutta. They were well known as galactic gangsters whose Grand Hutt Council controlled the Hutt Clan crime syndicate. One famous Hutt was the crime lord Jabba, who ruled a massive criminal empire from his palace on Tatooine.

Biology and appearance

Hutts were a massive slug-like species who had large mouths and stubby arms. They had three lungs. They were tough and muscular with thick leathery skin, which was wrinkled and slimy. Hutts often had watery eyes and slack facial expressions. Their tails were supported by a skeletal spine. Despite their legendary adult size, Hutts started out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries—Jabba was 604 when he was killed—and could grow to enormous sizes.

Hutts were not known for being healthy. Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

History

Pre–Clone Wars

For centuries, the Hutts dominated much of the organized criminal activities in the galaxy. They dominated the Twi'leks of Ryloth and the Nikto species for several centuries.

Clone Wars

During the Clone Wars, the Galactic Republic forged a tacit alliance with the crime lord Jabba Desilijic Tiure after the Jedi Anakin Skywalker and his Padawan Ahsoka Tano rescued his son Rotta. The Republic Senator Padmé Amidala also foiled a plot by Jabba's uncle Ziro to overthrow his nephew with the collusion of the Confederacy of Independent Systems.

Age of the Empire

The Hutts also had extensive dealings with the Galactic Empire and helped run several black-site prisons. During the Age of the Empire, the Hutts and other organized criminal groups exercised a powerful grip on the galaxy. Following the liberation of Akiva, the New Republic took steps to curtail the influence of the Hutts and other organized groups by introducing financial regulations and undertaking comprehensive patrols of the galactic shipping lanes. Still, the Hutts were able to exercise some influence over the Nikto species and their government.

Post–Galactic Civil War

\"The Hutts are in disarray.\"

- Rynscar

During the New Republic era, the Hutts lost much of their former power over the galactic underworld and were supplanted by Nikto crime cartels like Rinnrivin Di's cartel. The Hutts were disliked by both the Populists and the Centrists, the two main factions in the New Republic's Galactic Senate. Several Nikto like Rinnrivin admired Leia Organa for her role in killing Jabba and christened her \"Huttslayer.\"

Culture

Most Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.

Classical architectural Hutt style could be seen on the planet Mataou. It was characterized by terraced buildings with sloping gates, and white and red colors. Clothing was optional for Hutts, and some would use live Sha'rellian toops as hairpieces. Hutts liked to eat gorgs, slime pods and Klatooine paddy frogs, and were known to smoke hookah pipes. The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

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As a bonus action, Hutt Crime Lord can call out to a humanoid who can understand it that is charmed by it or frightened of it to direct their next action. The target must succeed on a Wisdom saving throw (DC 16). On a failed save, until the end of Hutt Crime Lord's next turn, the creature takes only the actions Hutt Crime Lord chooses, and doesn't do anything that it doesn't allow it to do. During this time Hutt Crime Lord can use its reaction to force the creature to use the creature's reaction.

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The Hutt's innate tech casting ability is intelligence (tech save DC 16). It can innately cast the following powers: At will: assess the situation 3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier 1/day: kolto cloud, tactical advantage

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Hutt Crime Lord may use a bonus action to call its allies towards it. It chooses a number of creatures that it can see within 60 feet of it equal to its Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards Hutt Crime Lord up to their movement speed. This movement does not provoke opportunity attacks.

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Hutt Crime Lord and all allies within 10 feet of it gain a bonus to their AC equal to half its Intelligence modifier (rounded down, included in Armor Class).

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Hutt Crime Lord has advantage on any attack against a creature that is charmed by it or frightened of it.

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When Hutt Crime Lord fails a saving throw, it can choose to succeed instead.

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When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

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The Hutt makes two slam attacks or two hold-out blaster attacks.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

The target must succeed on a Dexterity saving throw (DC 16) or become grappled.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

The target is knocked prone.

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Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

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Hutt Crime Lord can cast an innate tech power.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage.

Hutt Crime Lord makes one hold-out blaster attack.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

Hutt Crime Lord makes one tail attack.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 6 (2d4+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d10+1) kinetic damage

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The thug sprays a 10-foot-cube area within range of its shotgun. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

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\"They are called orbalisks. Creatures that feed on the power of the dark side.\"

- Darth Bane

DesignationNon-sentient
Skin color

Varying from specimen to specimen

Eye ColorGreen
DistinctionsLightsaber immune carapace

Homeworld
  • Dxun
  • Kintan

An orbalisk was a parasitic creature found on Dxun that lived in groups. They lay inactive in caves or other dark places, until they found a suitable host creature on whose skin they would attach themselves to in order to feed. Orbalisks, once attached to a host, would multiply and grow, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contained the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks were able to feed on the Force-sensitivity of darksiders. It was said that the orbalisk armor's durability was such that lightsabers had a hard time penetrating it, making a wearer basically immune to lightsaber attacks. The only weakness to this armor were the exposed joints at the neck and wrists, but these gaps were so small a lightsaber could only barely slice through. However, orbalisk armor was unable to protect the wearer from electricity, as Darth Bane discovered when he was attacked by Umbaran Shadow Assassins wielding Force pikes. However, the Orbalisks did offer some limited protection from the electrical shocks; despite being set to kill, the force pikes did not deliver a strong enough charge to subdue Bane. Orbalisks caused the wearer to feel pain, fueling the wearers dark side power and if they were removed or killed, they would release a highly potent toxin into the host's body.

History

\"They feel the power of the dark side within you.\"

- Darth Bane explains the orbalisks reaction to Zannah's touch.[src]

\"Orbalisk\" was a Nikto word, suggesting the creatures might have originated in Kintan. Orbalisks were poisonous to average beings, and caused extreme physical pain to their host. Darth Bane, however, was able to remain alive by allowing the orbalisks to feed off the dark side energy in his body. In turn, the orbalisks sent a constant massive surge of adrenaline and other enzymes into his bloodstream, increasing his already considerable physical strength and enabling him to draw on even more dark side energy. However, this cycle could cause Bane to go into a fit of mindless rage if he did not keep his anger under control. The orbalisks also released other chemicals that enabled Bane to heal almost instantly from virtually any wound, even those inflicted by a lightsaber. Because of their benefits to their host, the orbalisks in a sense shared a symbiotic rather than parasitic relationship with Bane.

Only electricity proved to be dangerous to the orbalisk and its host—if at a high enough voltage—although orbalisks attached to Darth Bane could harmlessly absorb over a million volts. When orbalisks died, they released toxins into the body of the host killing him/her within days or hours (depending on the strength of the individual).

Orbalisks could be removed from the host, but the task was both challenging and could potentially kill the host. The host had to be in very good health in order to even attempt it. The first crucial step to remove a living orbalisk was to send an electric jolt—powerful enough to stun the orbalisk but not harm its host—through its small underbelly, resulting in the orbalisk weakening the adhesive it used to bind itself onto the host. After the orbalisks were removed, they could be disposed of by electrocution. For a period of 10 years, Bane wore orbalisks that had attached themselves to him as living armor. In 990 BBY, Caleb removed many of the orbalisks covering Bane's body with such a method after many of the parasites were killed by the Sith Lord's own Force lightning in a duel against five Jedi. When the New Republic was founded nearly a millennium later, the Coruscant Livestock Exchange and Exhibition featured these creatures along with energy spiders and drochs in its arthropod exhibit.

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The orbalisk swarm can sense the presence and location of any dark side aligned creature within 300 feet.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny orbalisk. The swarm can't regain hit points or gain temporary hit points.

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The Orbalisk Swarm makes two Attach attacks while it is above half HP, and one attack while below.

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 13 (2d8+4) kinetic damage.

Aa small portion of the swarm attaches to the target. Once attached to a target, those orbalisks begin to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

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\"…But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn.\"

- Darth Traya

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Traya, Lord of Betrayal

Darth Traya, before her fall to the dark side, was a Jedi Master named Kreia. Kreia was very contemplative and philosophical. She was one of the many teachers who trained Revan, who later became an infamous Sith Lord and important figure in galactic history. Revan, along with his friend, Malak, led the crusade against the Mandalorians. Many of her other students succumbed to Revan's beliefs and joined him. Kreia was (wrongfully) blamed for Revan's actions, and was cast out of the Jedi Order. She questioned her beliefs and began searching for answers, meeting those she had affected through her teachings. Eventually, she came to Malachor V, a dead world, powerful in the dark side. She was curious, the Sith ruins drawing her in. She became overpowered with the allure of the dark side, and became Darth Traya, Lord of Betrayal, having been betrayed by the Jedi, and ready to betray in turn. She attained the title of headmistress of the Trayus Academy, able to hold any students willing to fight for the cause of the Sith: to destroy the Jedi.

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The Sith Betrayer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points.

The Betrayer knows the following force

powers:

At-will: affect mind, denounce, force push/pull, mind trick,

psychic charge, saber reflect

1st-level: breath control, force propel, hex, wound

2nd-level: battle meditation, beast trick, darkness, mind spike,

phasewalk

3rd-level: choke, force lightning, horror, plague, sever force

4th-level: dominate beast, force immunity, improved force

camouflage

5th-level: dominate mind, improved phasestrike, improved

phasewalk, telekinesis

6th-level: crush, force chain lightning, mass coerce mind

7th-level: force lightning cone, ruin

8th-level: death field, master force immunity

9th-level: force storm, master feedback

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The sith betrayer has advantage on Charisma (deception) checks.

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The sith has advantage on saving throws against force powers and effects.

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The sith betrayer cannot be detected using force powers.

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When it casts a power that allows it to force creatures in an area to make a saving throw, the sith can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

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When the sith is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

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When the sith betrayer reduces a creature to 0 hit points, it gains 6 force points, up to its maximum.

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The sith betrayer adds 6 to its AC and Constitution saving throws to maintain concentration on force powers.

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

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.

The sith betrayer makes three saber storm attacks, or it casts a power and makes a saber storm attack.

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Melee Weapon Attack +12, Reach 40 ft., One target. Hit : 19 (3d8+6) energy damage

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.

The sith betrayer targets a creature within 60 feet that can cast a force power and attempts to disrupt their ability to use the force. The target creature must succeed on a DC 20 Constitution saving throw. On a success, nothing happens. On a failure, the target creature is unable to cast force powers, and any attempt results in the power failing. Affected creatures can repeat the saving throw at the end of subsequent turns, ending the effect on a success.

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.

The sith betrayer casts an at-will power.

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.

The sith betrayer makes a saber storm attack.

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.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

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.

The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

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The Chosen One was the central figure in the Jedi prophecy that foretold the coming of the one destined to bring balance to the Force by destroying the Sith. The prophecy also affected the realm of Mortis, as the Father believed—in the event of his death—only the Chosen One had the strength to preserve balance between the Son and the Daughter. During the final years of the Galactic Republic, Jedi Master Qui-Gon Jinn discovered the Chosen One in the form of Anakin Skywalker, a human child enslaved on the planet Tatooine. Skywalker joined the Jedi Order and, during the Clone Wars, became an exceptionally powerful Jedi Knight before falling to the dark side of the Force. Adopting the identity of Darth Vader, Dark Lord of the Sith, he participated in the systematic purge that left the Jedi all but extinct.

Vader had a son, Luke Skywalker, however. Having lost the former Anakin Skywalker to the dark side, Obi-Wan Kenobi and Grand Master Yoda spent decades hiding in exile, awaiting the time when Luke was ready to be trained as a Jedi. Kenobi, who considered his fallen apprentice lost to the dark side, came to believe that Luke would fulfill the prophecy of the Chosen One. However, Luke endeavored to redeem his father, believing that there was still good within him. Moved by his son's compassion, Vader sacrificed his life to destroy his Sith Master, Emperor Palpatine of the Galactic Empire. The deaths of the last two Sith Lords rendered their order extinct. As a result, the Force was brought back into balance. With his destiny fulfilled, Anakin's spirit was reunited in death with his former mentors, Kenobi and Yoda.

","public":""},"alignment":"Chaotic Light","species":"","type":"humanoid (human)","environment":"","cr":22,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 20","languages":{"value":[],"custom":"Galactic Basic, Huttese, Binary"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":8,"passive":21,"prof":3,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"per":{"value":0,"ability":"cha","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","token":{"flags":{},"name":"Jedi Chosen One","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"E9K7RVzstt4SuUiK","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":210,"max":210},"bar2":{"value":22,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NmE2NzJmNWJlMmRm","flags":{},"name":"Reckless","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

At the start of its turn, the Chosen One can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OTljMjI4OTkxZDcx","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, the Chosen One adds his Charisma modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MGYwMDYyYzVlN2Nl","flags":{},"name":"Great Weapon Fighting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

The Chosen One can reroll a 1 or 2 on a damage die for a melee attack. The Chosen One must use the new roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NzBlYmM1MGRkNTFi","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

The Chosen One has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZjI3NjNkMzU4ZGJk","flags":{},"name":"Djem So (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

If the Chosen One successfully hits a creature with a melee attack, it can choose another creature within 5ft. of the original target and within the Chosen One's reach. That creature would then take 6 points of energy damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NTI4Mjc4ZDBlYTg2","flags":{},"name":"Combat Caster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

When the Chosen One uses his action to cast a power, he can use a bonus action to make a greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"OTE3ODY5MzRmMjQw","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

When the Chosen One fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZjI0YzFlMzllZjA3","flags":{},"name":"Force-Empowered Strikes (3/day, 1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

The Chosen One can deal an extra 12 (3d8) weapon damage when it hits with a melee attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NGY5MWFmNzVkNDQ4","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

The Chosen One is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 22, +14 to hit with force attacks, 53 force points).

The

Chosen One knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: stun, stun droid, sever force

3rd level: telekinetic storm, knight speed, choke

4th level: freedom of movement, force immunity, disable

droid, dominate beast

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"ZDdmYmE1YjI5NzFi","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NGUwOWEwMzQxMmY3","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Chosen One makes three greatsaber attacks.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 22 (3d10+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":6,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"YTNmMWI2ODQwOGVh","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

.

The Chosen One can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZTg5MTA1NGVkZGEx","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

.

The Chosen One can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"NzA4YTdiY2UwMzIy","flags":{},"name":"Greatsaber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/335_-_Jedi_Chosen_One/avatar.webp","data":{"description":{"value":"

.

The Chosen One makes one Greatsaber attack.

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.

The Chosen One can cast a force power by spending a number of legendary actions equal to the power level.

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\"We are the Emperor's Guard. We protect him. Kill for him. Die for him.\"

- Lassicar

Founder(s)Sith Emperor
Leader(s)

Tainor

HeadquartersImperial Citadel, Dromund Kaas
Location(s)
  • Dromund Kaas
  • Korriban
  • Yavin 4
  • Emperor's Fortress
Date founded4.980 - 3.959 BBY
Affiliation
  • Sith Empire
  • Sith Emperor's power base

The Imperial Guard, also known as the Emperor's Guard, the Sith Honour Guard and the Dark Honor Guard, was a force of elite warriors who served the Sith Emperor of the reconstituted Sith Empire as his personal protectors and enforcers. Founded sometime before 3959 BBY, the Guard was composed entirely of non-Force-sensitive individuals mentally bonded to the Emperor. As a result, each Guardsman was incredibly loyal to their master and willing to lay down their lives in the service of the Sith ruler, and even the members of the Empire's ruling Dark Council feared the Guard's prowess in combat. The warriors of the Imperial Guard were trained to use a wide variety of weapons and combat styles, making them more than a match for a single Jedi or Sith. The Guard carried out the Emperor's will on battlefields across the galaxy during the Great Galactic War, Cold War, and Galactic War with the Republic. Even with the knowledge that the Emperor sought to consume all life in the galaxy, the Guard remained loyal to their master, though they were unable to prevent the Order of Revan from invading the moon Yavin 4 and disturbing the Emperor's slumber there.

Organization and philosophy

\"Those who challenge the Imperial Guard challenge the Emperor himself.\"

- Commander Tainor

An elite group of soldiers chosen from among the ranks of the Imperial Military, the Imperial Guard was generally composed of members who lacked any degree of Force-sensitivity, though their candidates were chosen from among the Sith Empire's greatest non-Force-sensitive warriors. On rare occasions, Force-sensitives would be inducted into the organization, such as Guardsman Xarovit Tovar. Guardsmen were brought before the Sith Emperor and mentally linked to the Sith ruler. As a result, they were fanatically loyal to the Emperor and incapable of ever betraying him, becoming a vital part of his power base. The Guardsmen were perfectly willing to die for the Emperor, and carried out his every command without question. They were the protectors of the Sith Sanctum—the headquarters of the Sith Order—and the rest of the Imperial Citadel on the Empire's capital planet of Dromund Kaas, as well as the Sith Academy on the world Korriban, though they were also deployed wherever the Emperor required. The Empire's ruling Dark Council had no authority over or insight into the Guard's activities.

Equipment and training

\"I am a member of the Emperor's personal guard—as are the men under my command. The soldiers you face are specially trained to kill Jedi—and they outnumber you.\"

- Guardsman Lassicar

Members of the Imperial Guard were clad in armored robes of red and crested helmets, while they wielded a variety of different weapons as the situation required. Imperial Guardsmen would also don variations on the standard Imperial soldier's armor when harsh environments required it, though their stark white armor and red markings distinguished those Guardsmen from normal infantry. The primary weapon of a Guardsman was an electrostaff, though the Guardsmen were proficient enough with blaster rifles and other weaponry to be considered deadly opponents regardless of their weapon. The signal range 47.2 was used exclusively by members of the Imperial Guard, though their transmissions were largely encrypted.

The Emperor himself selected the locations of the Guard's academies, choosing worlds strong with the dark side of the Force so that he could exert his influence and form bonds with his future Guardsmen. Candidates underwent a merciless training regimen designed by elder Guardsmen, and their training included regularly-scheduled battles to the death among the initiates. Each Guardsman underwent an indoctrination process where they were brought before the Emperor and were made to submit to his will; a candidate named Iven resisted the process longer than any other in history, but when he finally broke, his mind also broke with him. If a candidate survived the ordeal, they emerged a incredibly-skilled killing machine bound to the Emperor's will. Guardsmen served for life; when a Guardsman reached the age where he or she was no longer suitable for active duty, they were appointed as training commandants for the next generation of Guardsmen, and the new recruits would eventually kill the teachers whose skills deteriorated in their old age. As an instructor at the Imperial Guard Academy on the moon Yavin 4, Commandant Iven had a candidate kill rate of over 80%.

The Guard also received intense training in martial arts, so that they were more than a match for both Jedi and Sith. Guardsman Lassicar personally executed six different Jedi and over two dozen Sith Lords throughout his career, as well as a highly trained team of agents from the Strategic Information Service—the Republic's covert intelligence agency. The reputation of the Guard was such that even the members of the Dark Council feared them, and throughout the Empire's history many Sith surrendered to the Guard rather than fight them when the Emperor's enforcers came to deliver their master's will. While the Guardsmen were not Force-sensitive, they could draw upon the Emperor's power to strengthen themselves if they were close enough to their master.

History

Protecting the Empire

\"What about Nyriss? What will the Emperor do to her?\"

\"She will be purged by the Imperial Guard. Along with her entire staff of followers.\"

- Scourge and Yarri

The Imperial Guard, also known as the Emperor's Guard or the Dark Honor Guard, were first created by the Sith Emperor sometime after the founding of the reconstituted Sith Empire in 4980 BBY, and by the year 3959 BBY the Guard were a common and feared sight on the Imperial capital of Dromund Kaas. Upon discovering the existence of the Empire, the Jedi Knights Revan and Malak attempted to infiltrate the Imperial Citadel and eliminate the Emperor, but the pair were unaware that the Guardsman whom they had convinced to help them was actually leading them into a trap. The Guardsman, a female Sith pureblood named Yarri, had already informed the Emperor of the forthcoming attack, and the Emperor easily defeated and corrupted the two Jedi when they confronted him, though Revan would later be redeemed by the Jedi Council.

In 3950 BBY, the Sith Lord Scourge alerted the Emperor to the existence of a conspiracy against him among the members of the Dark Council. As a result, the Emperor summoned the seven innocent members and two of the guilty Councilors to his chambers and killed them, while simultaneously dispatching the Imperial Guard to destroy the remaining three traitors and their power bases. The purge was utterly effective, as the highly trained Imperial Guard overran the defenses of the Councilors' estates and massacred everyone within—including Darth Nyriss and her two co-conspirators. Not long afterward, however, the Guard failed to stop Scourge, Revan, and Revan's allies Meetra Surik and T3-M4 from penetrating the heart of the Citadel, as the Sith Lord and the two powerful Jedi Masters caught the Guardsmen by surprise and battled their way into the Emperor's chambers. While the group's attack ultimately failed, it convinced the Emperor that he needed to take further precautions against death; he began to transfer his consciousness between host bodies, with the current host known as the Emperor's Voice.

After the spirit of the Sith Lord Naga Sadow was eliminated from Yavin 4 by the Emperor's agents around 3756 BBY, the Emperor took control of the moon, and the Guard established an academy there. The academy also served to protect the Temple of Sacrifice, a Sith structure that contained the Emperor's failsafe in case his Voice was slain. During the Great Galactic War with the Galactic Republic, the Imperial Guard continued to serve as protectors of the Imperial Citadel, and after the reclamation of Korriban from the Republic in 3681 BBY, the Guard became the Sith Academy's defenders as well. However, the Imperial Guard also oversaw the machinery and equipment in the depths of the Academy that the Emperor used to create his Children—individuals who were unknowing extensions of the Emperor's will— and the Guardsmen ensured that their master's plans were not interfered with.

Those Guardsmen who protected the Academy and the Dark Council's chambers there were known as the Dark Honor Guard, with Guardsmen such as the cyborg Naman Fal stationed there in the years after the Great War's end in 3653 BBY. Several Imperial Guardsmen also participated in the second Battle of Bothawui in 3671 BBY, where they fought alongside the Imperial Military under Grand Moff Zellos in an effort to destroy the deflector shield generator guarded by Jedi Master Belth Allusis and his small force of Republic defenders.

Waging war

\"It's extremely rare to see more than one at a time. As a unit, they've never been defeated and answer directly to the Emperor.\"

- General Aves

During the subsequent Cold War, the Guard continued to protect the Emperor and enforce his will, though as conflict began to break out again, members of the Guard were deployed across the galaxy to enact the Emperor's commands. During the galactic conflict, a number of Guardsmen were also Sith Lords; Xoc'dal, Xheoch Den, Djanistak, Chanigresh, Feldrax Kar, Toreshi Xach, Sendesh Xaq, and Doshcra Vael all wielded two lightsabers in combat and served as high-ranking commanders of Imperial forces throughout the galaxy. Several Guardsmen under the leadership of Lassicar were sent to the icy planet of Hoth around 3642 BBY in order to stop the Jedi Knight known as the Hero of Tython from recovering the plans for the Emperor's Fortress, though their initial efforts were foiled by the Knight and the soldiers of the Republic's 301st Infantry. The mission would end in failure when Lassicar and the remaining Guardsmen were killed in battle with the Knight in the ruins of the Star of Coruscant dreadnaught.

When the Knight boarded the Emperor's space station along with the rest of a Jedi strike team led by Master Tol Braga, Commander Trahg led his fellow Guardsmen and the Sithspawn known as Harrower assassins in a defense of the station. However, Trahg was killed along with many of his men by the Hero and the Jedi Knight Kira Carsen, and despite the efforts of the Guard, all of the Jedi reached the throne room—where the Emperor dominated their minds and corrupted them into his servants as he had done to Revan and Malak. The Hero broke free from the Emperor's control, however, and the Jedi was able to escape the station because the Guardsmen still believed the Knight to be a servant of the Emperor. As the Emperor orchestrated an Imperial assault on the Republic prison world of Belsavis, members of the Imperial Guard were sent on multiple missions to the planet. Commander Calum was ordered to retrieve the six Sith Lords known as the Dread Masters from their imprisonment, and Commander Vorel led an attempt to recover technology of the ancient Rakata species that had once inhabited the world.

The Imperial Guard also served in the Battle of Corellia, with Commander Tainor—the head of the Imperial Guard—directing his Guardsmen in aiding the Imperial offensive in the Axial Park district. General Hesker's forces aided Darth Decimus in the battle for Axial Park and the storming of the Enclave of Corellia's native Green Jedi, and Commander Jastal's forces battled the droid army of the Czerka Corporation in the Incorporation Islands district. Guardsmen Churnis and another Guardsmen were also assigned to Moff Alvon Zamar during his survey of Imperial resources on the Corellian battlefront, and several Guardsmen aided their Emperor's First Son and the Children of the Emperor in securing the fortress known as the Guardian Hold Four on Corellia.

Dozens of Guardsmen accompanied the Emperor to the Dark Temple on the outskirts of Dromund Kaas's Kaas City when the Hero of Tython embarked on a mission to confront the Sith ruler, and the warriors fought in vain to prevent the Jedi Knight from entering the Dark Temple. The Knight's companions engaged the Temple's defenders from multiple directions to draw them away from the Hero's path, though one of the attackers was pinned down in the access tunnels beneath the Temple until the Knight rescued them. Despite the Guard's efforts, the Emperor's Voice—his host body and the vessel for his consciousness and power in the Force—was struck down in battle, and the Emperor's essence retreated to Yavin 4. The commander of the academy there, Commandant Iven, was tasked by the Emperor and agents of the Emperor's Hand with the protection of the moon.

In the Emperor's absence

\"Invaders! Interlopers! This world is off limits! He told us from the start. Only the devoted! Only the purest! His orders, his command!\"

- A crazed Commandant Iven, after the Revanite invasion

The rogue Sith Lord Darth Malgus established his own New Imperial Guard when he declared his New Empire on Ilum shortly after the Emperor's defeat, choosing the Chagrian Chondrus Berani to lead his protectors. Some members of the New Guard wielded lightsabers in combat, unlike the true Imperial Guard, and the New Guard's armor featured darker hues and black markings to distinguish themselves from their counterparts in the Sith Empire. That insult, as well as Malgus' audacity to seize the Emperor's throne, drove the Imperial Guard to help battle the New Empire's forces on Ilum. However, the Guard gradually withdrew from Imperial affairs, and though it soon become public knowledge among the Empire's upper echelons that the Emperor sought to eradicate all life in the galaxy, the prospect of their death did not faze the Emperor's protectors.

Later in the war, the mad Force-user Revan and his fanatical Order of Revan invaded Yavin 4, as Revan sought to restore the Emperor to physical form in order to kill him permanently. The Guardsmen under Commandant Iven were nearly eradicated by the Revanite forces; the academy was left in ruins, and what little remained of Iven's sanity began to crumble in the face of his failure to prevent the Revanites from intruding on his master's sacred ground. A coalition of Imperial and Republic forces, united in their desire to prevent Revan from resurrecting the Emperor, discovered the academy and captured Iven, whose interrogation revealed the existent of a Sith artifact in the Temple of Sacrifice that could restore the Emperor's strength. By the year 3630 BBY, the Sith Empire maintained an \"Imperial Honor Guard,\" which repurposed both the name and the armor of the former Emperor's Imperial Guardsmen in the service of the Sith Empire.

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The Royal Guard Champion's innate forcecasting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

At will: enfeeble

2/day each: battle meditation, fear, battle precognition

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The Royal Guard Champion has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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As a bonus action, the Imperial Royal Guard Champion can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

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The Royal Guard Champion adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard Champion must see the attacker and be wielding a melee weapon.

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The Imperial Guard Champion makes one doublesword attack and one secondary doublesword attack, or one blaster pistol attack.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 4 (1d6+1) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 4 (1d8) kinetic damage

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Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone jetpack troopers were a variant of clone trooper trained for aerial combat, most commonly through the use of the JT-12 jetpack. They were armed with the BlasTech DC-15 blaster rifle, DC-15A blaster carbine and DC-17 hand blaster as well as missile launchers. Clone jetpack troopers were present during the First Battle of Geonosis as well as the Defense of Cato Neimoidia and Battle of Anaxes. The 501st Legion had Jetpack troopers within its ranks, the armor of the troopers was marked in blue to designate their unit affiliation. Following the execution of Order 66, the transformation of the Republic into the Empire and the phasing out of clones in favor of stormtroopers, the jetpack troopers were replaced by Jumptroopers.

History

At least one clone jetpack trooper participated in the First Battle of Geonosis, the first action of the Clone Wars, against the Separatist Droid Army. At least one squad of jet troopers from the 501st participated in the defense of Cato Neimoidia. Later, both jetpack troopers from the 501st and the 7th Sky Corps took part in the Battle of Anaxes. During the last major CIS offensive of the Clone Wars, the Battle of Coruscant, vacuum-suited jetpack troopers boarded enemy vessels to capture their bridges.

For general information about troopers, see Trooper

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Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NWYzYTczZDVjM2Ew","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The trooper makes two attacks, one with its blaster pistol and one with its wrist launcher.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YzQ2ZWFhODVhNjQz","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/044_-_Trooper_2C_Jump/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"NmY2ZWRmMWJkMGRi","flags":{},"name":"Wrist Launcher","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/044_-_Trooper_2C_Jump/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 6 (1d6+3) kinetic damage.

Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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\"TARIS: We received a dreadful welcome when T3 droids at the starport made off with our baggage.\"

- Trampeta's Star Guide, circa 4086 BBY

ManufacturerDuwani Mechanical Products
ClassUtility droid
Degree4th degree droid
Height
0,96 meters
Sensor color
  • Red
  • Blue
  • Yellow

The T3-series utility droid was a Utility droid produced by Duwani Mechanical Products at some point prior to the Great Droid Revolution. They remained popular for years to come and were still the most recent of a long line of physically identical models as of 3956 BBY. Earlier models in the same series included the 3C, IT, and T1 models. Designed to function as a maintenance droid for a variety of mechanical and electronic systems, the T3 was internally more advanced than its predecessors.

Characteristics

The T3 droid was originally designed for repair and general maintenance duties and worked at its optimum level aboard starships. As with other utility droids of the era, the T3 unit had four wheeled legs, of which the front two were attached to the droid's blocky chassis by rotating joints, allowing the droid to slide backwards and forwards to adjust the unit's height. The T3's roughly toroidal head featured a large main photoreceptor and two secondary ones, a broadcast antenna and vocabulator that allowed the droid to communicate in Droidspeak. Without periodic memory wipes, these models developed personality and behavioral traits. It was even known for some units to form gangs, making a living as thieves. Others sold their computer-slicing skills to criminals.

The sophisticated mechanical and computer training software loaded into the T3 utility droid allowed it to function in the capacity of an engineer or even a copilot aboard a starship, making it a favored purchase for traders and smugglers alike. One common modification was the addition of a starfighter interface package, allowing the droid to plug directly into a specialized slot on a starfighter, granting starfighter pilots the same benefit that transport pilots have come to expect from the T3. Though this after-market modification was not endorsed by Duwani, many fighter pilots insisted that their ships and droids receive these modifications on the grounds that they increase pilot survivability. Some custom T3 droids also had weapon mounts able to fit a number of readily available blaster pistols mounted in the droid, which was considered an unusual feature for a droid designed for everyday tasks. One of the most famous droids of this series was T3-M4, a prototype of an upgraded T3 unit Duwani introduced prior to the Jedi Civil War. During the time of the Galactic Alliance, what few T3 units remained in the galaxy were seldom found outside of private collections.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"passive Perception 10","languages":{"value":[],"custom":"Binary, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","token":{"flags":{},"name":"T3-Series Utility Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"EITt2qjhlP3P3x5f","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":7,"max":7},"bar2":{"value":10,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NzRiYjY5NWNlYjZm","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"N2VjZDU2N2I4NzA5","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","data":{"description":{"value":"

The technician droid is a 2nd-level techcaster. Its techcasting ability is Intelligence (spell save DC 12, +4 to hit with tech attacks). It has 10 tech points and knows the following tech powers: At-will: electroshock, encrypted message, mending, on/off 1st level: decryption program, energy shield, holographic disguise, repair droid, tracer bolt

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDhhMDAyZGNiNTAz","flags":{},"name":"Hold-Out","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/193_-_T3-Series_Utility_Droid/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +2, Range 30/120 ft., One target. Hit : 2 (1d4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} +{"_id":"ELZs55w5zMfljdtQ","name":"Snow Wampa","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":51,"min":0,"max":51,"temp":0,"tempmax":0,"formula":"6d10+18"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":51,"min":0,"max":51},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"The kid ran into something, and it wasn't just the cold.\"

- Han Solo, referring to Luke Skywalker's wampa attack

DesignationSemi-sentient
ClassificationReptomammal
Average height2,2-3 meters
Average mass150-200 kilograms
Hair color

White

Eye Color
  • Yellow
  • Black
Distinctions
  • Razor-sharp teeth
  • Razor-sharp claws
  • Curved horns
Homeworld
Hoth
HabitatSnow plains
Diet

Carnivorous

Wampa ice creatures were carnivorous predatory reptomammals indigenous to the remote Outer Rim Territories ice planet Hoth. The bipedal beasts stood over two meters in height with shaggy white fur constantly stained with the gore of slaughtered prey. Wampas were armed with jagged yellow teeth and deadly claws. Primarily solitary hunters, wampas occasionally hunted in packs, preferring to ambush their prey from the camouflage of Hoth's snow banks and blizzards. Stunned victims were carried back to the creatures' lairs, typically large ice caves, where the wampas ate at their leisure. The planet's omnivorous tauntauns formed the bulk of the wampas' prey, although they would attack anything they encountered. The Alliance to Restore the Republic's Echo Base on Hoth came under constant wampa assaults in 3 ABY.

While rarely seen away from their remote homeworld, wampas were known to have participated in illegal gladiatorial combat venues. They were highly valued among big-game hunters for the challenge that came with hunting the creatures, as well as for their pelts, stuffed heads, and other miscellaneous souvenirs that commanded high prices on the black market. Wampas were later protected under legislation to prevent endangered species from falling into extinction by the Galactic Federation of Free Alliances.

Biology and appearance

\"You're talking about a predator two and a half meters tall, sometimes weighing two hundred kilograms or more, with razor-sharp teeth and claws. They're singularly vicious creatures.\"

- Vesto Slipher, InterGalactic Banking Clan[src]

Covered with shaggy white fur, standing at heights of up to three meters, and weighing an average of 150 kilograms, Hoth's wampa ice creatures were lethal predatory beasts. They possessed long, powerful arms, razor-sharp claws capable of carving layers out of ice, and a fanged maw. Aided by an acute sense of smell and a well-camouflaged coat of thick fur, the carnivorous wampas roamed Hoth's icy plains preying on near-helpless animals. Wampas ranged in height from 2.2 to three meters, with an average height of 2.5 meters, weighed up to and occasionally exceeding 200 kilograms, and had eerie yellow eyes. Adult wampas possessed short, jagged, curving horns, which were an indication of age. The horns began to appear at the onset of puberty and continued to grow larger as the wampa aged. Wampas' horns were similar to those of Hoth's native tauntauns, though the two species were entirely unrelated. Wampas had a single heart within their thoracic cavity.

Wampas were classified officially as reptomammals, creatures combining the best defensive characteristics of reptiles with the more adaptable physiologies of mammals—specifically, they were linked to primates. The wampa physiology was well adapted to conserving heat in the extreme cold. Beneath their protective fur was a layer of blubber for greater insulation. They were also physiologically equipped with a self-regulating metabolism. Wampas comprised 11 percent of Hoth's total indigenous animal population.

The wampa reigned at the top of the Hoth food chain as the planet's most violent alpha predator. With their strong sense of smell, coat of thick white fur, which blended in perfectly with the icy landscape of Hoth, and brute strength, wampas made excellent natural hunters. A single powerful blow from a wampa's forearm was enough to neutralize the largest prey, while the creature's bite was deadly. Very rarely were wampas themselves the victims of predators—in fact, the creatures had no natural enemies except for other wampas. Wampas typically traveled on two or four legs, preferring four except during an attack. The creatures stalked their prey until reaching close enough proximity to make a rush attack. A wampa would take a final sighting of its target by rising on its hind legs and then springing forward in a deadly pounce with claws outstretched.

In terms of the creature's diet, wampas subsisted primarily on Hoth's many varieties of omnivorous tauntauns, although they also hunted lumbering icetromper herd beasts, antlered mammals called rayboo, and other, smaller unwary creatures—as well as attacking anyone or anything else they encountered that might seem to be a source of food if particularly hungry. The powerful wampa required large amounts of food to sustain itself, and a single tauntaun was enough to nourish one wampa for a considerable period. Wampa family groups, in particular, required a substantial supply of meat, since a female wampa could birth up to three cubs at once. However, the competition among wampas for Hoth's relatively small number of prey animals formed a limit to the numbers of the creatures existing on Hoth, keeping the wampa relatively scarce.

Wampas were particularly sensitive to high-pitched noises,[3] sounds that were similar to those made by a female in search of a mate. While wampas were naturally well-insulated against the Hoth elements, as a result of their dense fur, they were made almost invisible to[19] most standard life-form sensor scans, which is how they managed to avoid detection by Republic xeno-biologists for so long.

Wampas were even said to possess, at least in one case, the capacity to retain long-term memory. During the Rebel Alliance occupation of Hoth during the Galactic Civil War, Jedi Luke Skywalker was attacked by a wampa while patrolling the planet's ice wastes, but he escaped the creature's clutches after slicing off its arm with his lightsaber. Almost a decade later, during a return visit to Hoth, Skywalker re-encountered the same wampa whose arm he severed years before. Skywalker claimed that the one-armed beast remembered both him and his lightsaber.

One male wampa, named Ku-Kak, had a rare, natural affinity for the Force. Another, the giant wampa Unkajo, towered at a height much greater than the species' average height of 2.5 meters. Still another giant wampa creature, larger than ordinary wampas, lived on Hoth during the early portion of the Galactic Civil War. This giant wampa possessed a freezing breath as a natural weapon.

Subspecies

Subspecies of wampa were found on other worlds, clearly transplanted there from Hoth, though scientists were unable to determine the exact method by which this occurred. These subspecies included the cliff wampa, a beast bioengineered by the Galactic Empire and used as a sentinel on the rocky Outer Rim Territories moon of Gall, and the swamp wampa of Dromund Kaas.

Swamp wampas were identical to the Hoth wampa in almost every way, prompting scientists to theorize that they were directly descended from them. Though the exact nature of the swamp wampa's development was unclear, it nevertheless indicated a strong adaptability of the wampa species. There also existed Tatooine Howlers, colloquially named \"desert wampas\" for their strong resemblance to wampas. Although their appearance, with heavy fur and tusks, was similar, genetic testing proved no relation between the Howler and the wampa.

Behavior and intelligence

\"We thought they were dumb brutes—all teeth and claws, and no brains—but we were wrong.\"

Burrk, a former stormtrooper turned big-game hunter

Hunting patterns and ice cave habitat

\"The lair was a foul place. I could smell the blood and entrails in the snow.\"

- Unattributed

Wampas were typically solitary hunters. They wandered the frozen wastelands of Hoth in search of food, often stalking their prey for some time before finally taking the victim by stealth and surprise due to their natural white-fur camouflage. Wampas hunted both by day and, at shorter range, during Hoth's bitterly cold night. Although the tauntaun, a wampa's primary source of food, was relatively plentiful on Hoth, the scarcity of available wildlife on the planet meant that a single wampa had to cover a territory of more than a hundred kilometers when seeking prey. However, wampas learned to adapt to this necessity. They emitted a very faint scent, preventing tauntauns from detecting a wampa's approach. Their white fur, blending perfectly with their environment, enabled wampas to attack their prey without prior detection. As such, wampas rarely engaged in extended chases. Icetrompers, however, proved something of an exception—their multiple set of eyes made sneaking up on the giant herd beasts a difficult proposition for even the stealthiest wampas.

The comfort zone for a wampa seeking prey was limited to Hoth's frozen plains and the cooler regions of the planet's subterranean caves. Often, Hoth's scaly tauntauns would gather among warmer cave areas heated by bubbling pools as a defensive measure, areas that wampas found to be uncomfortably hot. Nevertheless, if hungry enough, wampas were known to ignore their extreme discomfort by venturing deep into these cave systems at night and during Hoth's blizzards. They would utilize cunning methods to draw the scaly tauntauns out of their sanctuaries, sometimes rushing into the heated areas to scare their prey out into the cold where they might be cornered. Other times, wampas would simply stalk their prey by waiting in the colder regions between these heated tunnels until the tauntauns ran from one tunnel to another.

Wampas rarely killed their prey outright and never hunted when they were hungry. Because they preferred fresh meat, wampas instead always tried to stun their prey, keeping their victims unconscious, but alive, until ready to feed. After disabling their prey, wampas hauled the still-breathing victims back to their cave dwellings and, through different methods, secured them in the ice for later consumption. For some, wampas used their hot breath to melt the ice around a victim's legs and then coated parts of the body in saliva, placing them against the ice ceiling of their caves so they would freeze in place. The saliva also served as an anesthetic in the victims, which helped to keep prey comatose until the wampa was ready to eat. Alternatively, for larger creatures, such as the tauntaun, wampas frequently impaled them through the ankles on overhanging icicles or stalactites to keep them immobile. At times, several fresh victims were stored in this manner.

Hanging their still-living victims from the cave's ice ceiling allowed wampas to keep their food in good condition and then snack at their leisure—tales existed of victims taking some days to die as the wampa slowly devoured them. This storage method also allowed wampas to return to the ice fields to continue hunting while the hostile Hoth weather held. Wampa lairs often housed huge amounts of food, a testament to how deadly a single beast could be.

The creatures typically made their homes in one or more ice caverns, created by digging out a huge lair beneath Hoth's ice surface large enough to nest and store food in. Still, wampas rarely wasted their own energy hollowing out their own caves. Instead, they usually found a pre-existing lair or former tauntaun-dug site to occupy, sometimes ejecting the original inhabitant. Wampas would also sometimes make enlargements to these caves, especially when raising young. Nesting wampas typically shed their guard fur, which was gathered and used to line their caverns with, though opinion was divided among zoologists whether this actually amounted to intelligent behavior or merely animal instinct. The dense guard fur lining made wampa caves almost invisible to standard scans.

Wampas, solitary by nature, were nomadic in the sense that they rarely stayed in one cave for very long, unless they were with young. They regularly relocated to new lairs both out of the need to follow migrating tauntaun herds, and of the necessity to find cleaner dwellings. Wampas, males in particular, were remarkably messy animals, and their caves were constantly scattered with half-eaten corpses, decomposing entrails, and other bloody, rotting remains. Even nursing females, aside from their fur-lined nests in which cubs were born, lived in gore-filled caves. This rotting mess quickly made wampa caves uninhabitable, forcing the creatures to find new abodes.

Reproduction method and societal characteristics

\"They worked together, in coordinated attacks, probably to defend themselves from what they perceived as an invasion of their territory.\"

- Rebel Alliance historian Voren Na'al

Wampas mated during the warmer months of the Hoth yearly cycle, during which time they gathered in regions where game was plentiful, to search for companionship. While the females remained together and waited, the males would go off in search of prey. After making a kill, the male wampa would commonly smear the blood of his victim across his chest and return with the dead animal to show the females, thus demonstrating his ability to care for a mate. Sometimes the males would spar with one another for a particular female's companionship. The winners of these bouts chose their preferred mates. They were then considered the alpha males of that region until the following mating season.

In terms of their reproduction methods, wampas could be considered marsupials. Their cubs were born live, but very underdeveloped, closely resembling a miniature worm small enough to fit on a caf spoon. After mating, female wampas would birth up to three cubs per litter. These infants, after birth, would crawl to their mothers' pouches, where they nursed, grew, and developed over a period of roughly three months—after which time they left the pouch with a full set of teeth, needle-sharp claws, and an innate attitude of invincibility. Mothers would produce milk to nurse their young until the cubs were able to sustain themselves on meat alone. Wampa mothers were extremely protective of their offspring, and during the nursing period even males didn't risk the consequences of coming between a mother and her cubs. As they grew, young wampas were taught how to hunt, survive in the cold, and how to care for game from their mothers and fathers.

Wampas were extremely territorial creatures, fiercely guarding their hunting grounds against any invaders to their domain, and often engaging in bouts to the death with other wampas encroaching on their land. The scarcity of Hoth's wildlife meant that a single wampa required a large hunting ground in order to survive, which was believed to be the primary reason why the creatures lived alone or in small family-based groups. Because of the substantial amounts of food required to sustain a wampa, they often extended their territory over enormous areas. Upon reaching maturity, younger wampas set out to claim territory of their own, competing with other wampas, including members of their own family, for territorial control, which contributed to keeping the species relatively scarce.

Despite the cutthroat intra-family competition that existed among wampas for territorial control, the creatures nevertheless possessed a strong affinity for kinship. Galactic scientists discovered that wampas were very protective of their own and mourned their dead with great intensity. In the instance one was slain, the creatures would fly into destructive rages directed at the killer. If the death was natural, wampas would instead vent their rage on their surroundings, sometimes smashing cave walls or ripping apart anyone or anything within reach. Reports told of some wampas, in their bouts of hysteria, unwittingly causing avalanches and underground cave-ins, causing only more deaths. When the grieving wampas' energy finally subsided, they would bury their dead in the snow, keeping guard over it for several days to make sure nothing ate the remains. If a wampa was injured, the rest of its pack would band together to repel the threat.

Although they primarily hunted alone, some wampas occasionally hunted in packs, banding together to attack a threat to the local wampa community, such as a Human settlement. During the Cold War, for example, amidst the combined Galactic Republic–Sith Empire occupation of Hoth, many wampas of all ages gathered in different series of subterranean ice caves. Many years later, during the Galactic Civil War, the Rebel Alliance occupation of Hoth drove many wampas to convene in and inhabit a large secluded valley surrounded by rocks and ice. The valley floor was littered with the remains of creatures who ventured into the wampas' home, never to escape. Outside of mating season, however, the detection of a common threat was the only time wampas grouped together. By coordinating their hunting actions, wampas demonstrated a rudimentary level of intelligence and cunning, particularly in the capability to scout and determine their enemies' location and strength before formulating an attack. The wampas' aptitude for massively coordinated attacks made the species one of the most cunning killers in the galaxy. However, despite wampas demonstrating some intelligence and social development, most respected scientists nevertheless doubted the species' sentience.

Wampas were capable of emitting a terrifying hunting roar that could compete with Hoth's howling winds. Their howl was one of their greatest natural gifts, for it could blend in almost imperceptibly with the winds. Only the creatures themselves could tell the two sounds apart. Thus, the howl provided wampas with a highly efficient form of communication that often proved lethal to disoriented prey. In one unique instance, the Force-sensitive wampa Ku-Kak was trained to naturally understand the Chevin.

During the Republic occupation of Hoth in the Cold War, a group of Talz established a supply cache in a large cave that many wampas had overrun. However, the wampas within the cave did not show hostility toward the Talz, a species of white-furred beings from the frozen planet Alzoc III, due to the physical similarities between the two, for the wampas believed themselves and the Talz to be one and the same.

History

\"Hey! Steady, girl. Hey, what's the matter? You smell something?\"

- Luke Skywalker calms his nervous tauntaun before a wampa attack

Cold War encounters

\"How many wampa-filled ice caves are you willing to search through?\"

- Smuggler \"Guss\" Tuno

Wampas roamed Hoth's frozen surface as early as 3643 BBY, during the final years of the Cold War between the Galactic Republic and the Sith Empire. Prior conflict in the Hoth system between the two sides left the planet a graveyard of downed starship wreckage, which attracted salvaging pirates and, eventually, both the Republic and the Empire to return to reclaim their war machines, bringing with them renewed hostilities to Hoth's surface—and encounters by all with the planet's native ice creatures.

Hoth's alpha predators proved a surprisingly intelligent peril to the planet's newcomers, especially unwary travelers wandering too close to unexplored ice caves. Multiple combat patrols disappeared after seeking shelter in a cavern thought to be unoccupied. Horror stories of men swallowed whole by towering wampa ice creatures made the rounds among new arrivals to Hoth. According to reports during that era, wampas numbered among some of Hoth's most hostile wildlife to call the Clabburn Tundra home during the war. Disturbed by the occupiers' encroachment on their habitat, wampas preyed on entire squads of soldiers. Wampas also roamed among Hoth's Whiterock Wastes, Highmount Ridge, and Glacial Fissure areas.

The Hailstorm Brotherhood, a radical tribe of wilderness survivalists, were one of several pirate groups to gain purchase on Hoth. Republic forces on the planet first learned of the brotherhood from scouts who, while investigating a massive ice spire sculpture that the pirates had erected, reported encounters with half-naked warriors wearing wampa furs as they charged into combat. Master Sav, leader of the brotherhood, was once stranded and left for dead in wampa territory by Imperial forces, only to strangle one of the beasts with a tauntaun femur and skin it with one of its own claws, eventually making his way back to safety three weeks later. Sav's wampa ordeal made him a legend among his pirate brethren.

During the war Shai Tenna, a Weequay leader of the White Maw pirate organization, ran a sizable pleasure den within Hoth's Highmount Ridge, connected to which was an ice cave in which Tenna had trapped more than two dozen wampas of all ages as his \"pets.\" After the Republic's Havoc Squad, sent to Hoth on a mission to acquire one of the Empire's enigmatic Umbra encrypters, made a failed attempt to infiltrate Tenna's group, the Weequay pirate had them thrown into the cave to be fed to the wampas. However, Havoc Squad fought its way through the wampa onslaught, defeating the creatures and making it out of the cave to freedom.

While seeking refuge from Hoth's brutal elements, a Republic Talz commando unit and a group of wounded Republic soldiers fell under attack from wampas in their area. The Talz escaped from the attacking beasts, but the wampas dragged the Republic soldiers back to their den. At the behest of Kuthak, one of the Talz commandos, a Republic agent located the wampas' den, defeated the beasts inside, and rescued the wounded Republic soldiers from the wampas' clutches. To ensure no Republic soldier met the same fate again, the agent proceeded to kill the remaining wampas in the cave.

Wampas again attacked a Republic reconnaissance squad that was investigating nearby caves and the took the scout team back to their den. Concerned both for his missing men and whatever may have attacked them as a looming threat to other Republic forces on Hoth, Gavon Kroan assigned a Republic agent to help the scouts. The agent successfully rescued the Republic scout team from the wampa den.

A legendary wampa called the White Terror prowled Hoth's wastes during the Cold War, stalking whatever prey the conflict brought its way. While hunting for food, the White Terror once encountered the Jedi Kaiya Stas, who recognized that the wampa's path was taking it straight toward a colony of Ortolans. The White Terror wounded Stas in a failed attempt to stop the creature's approach. She later asked a Republic agent to destroy the wampa, warning that if the creature discovered a convenient source of food in the Ortolans, it would not stop its rampage until it wiped out the entire colony. The agent found the White Terror in the same den where wampas had previously taken the team of Republic scouts, and drew the wampa out from its lair by activating a sonic agitator. The agent then killed the White Terror, saving the Ortolan colonists.

One of the Sith's weapons on Hoth during the war centered on a Beast-Lord of the planet Onderon named Brutann, whose mastery of the dark side of the Force enabled him to control Hoth's most vicious predators, including the wampa. Brutann gathered an army of Hoth beasts aimed to destroy the Republic forces on the planet. Tasked by Jedi Master Heljus and his Padawan learner, Elsor, to stop Brutann, a Republic agent traveled to the Jagged Plains Cavern, where the agent defeated the Beast-Lord and his Force-dominated wampa, among other creatures.

Another group operating on Hoth, a collection of ex-Mandalorians called the Terror Brigade, became known among the Republic forces for their efforts to find new and wild combat thrills, which included wrestling wampas. The Terror Brigade captured Imperial Moff Yoren and offered to hand him over to the Republic on the condition that someone could survive their so-called \"Onslaught,\" a series of combat trials against progressively powerful opponents, both animal and humanoid. A Republic agent undertook the task of going up against the Onslaught within their compound, battling and defeating the Terror Brigade and the wampas they kept as part of the trial, among other combatants. In the challenge's final trial, the agent engaged in an extended battle with a large wampa named Ujooku, killing the beast and defeating the Onslaught.

In another wampa assault, the Imperial Agent \"Cipher Nine\" journeyed to a large cave system in the Hoth glacial fissure known as the Bone Pits on a mission in conjunction with the Imperial-allied Chiss to perform surveillance on the rogue Imperial Admiral Layek Davos, who was meeting secretly with a group of pirates for his own ends. Cipher Nine found the Bone Pits to be filled with nearly two dozen adult wampas clustered in the cave. Cipher Nine's spying of Davos's meeting with the pirates was interrupted when two of the beasts suddenly charged the agent's position, but Cipher Nine defeated both wampas. The agent proceeded to complete the surveillance mission and eliminate the largest wampas still remaining in the cave, before then slipping back out.

A number of Republic Talz set up a supply cache of ordnance, food, and medical equipment within the Ice Behemoth Cave, which was also overrun by many wampas both young and old. The wampas inhabiting the cave, however, displayed no aggression toward their Talz occupiers, believing the white-furred aliens to be wampas themselves as a result of the species' shared physical attributes. Upon discovering the site of the Talz supply cache, Imperial Commander Tritan tasked a group of agents with destroying their supplies in order to force the aliens into an assault, in which they could be destroyed. However, Tritan warned the agents of the danger in reaching the cache among the wampa cave and suggested that they not weigh themselves down when going against the ice creatures. The agents proceeded to kill many of the wampas en route to destroying the Talz cache.

During the Battle of Hoth in the Great Galactic War, which precipitated further conflict on the planet during the Cold War, the Empire lost an ancient Sith holocron thought to be destroyed, but which resurfaced years later in Hoth's starship graveyard, within the den of a hulking wampa. In a mission managed by Imperial Captain Kanen, an Imperial agent entered the den and recovered the holocron from the wampa after killing the creature.

An Imperial engineer named Soleks could not complete a mission to set up warning beacons around a massive Hoth sinkhole in the Clabburn Tundra because his work area turned out to be a wampa hunting ground, driving him away. Soleks instead handed the duty off to an Imperial agent, who cleared the Clabburn Tundra area of wampas and successfully installed the warning beacons. Wampas also mauled a response team sent by Imperial Captain Viatar to stop Republic sappers from destabilizing the icy foundations of an Imperial garrison on the planet.

Around 3639 BBY, several wampas were affected by a Seed of Rage, a Sith alchemical artifact planted in the northern reaches of the Glacial Fissure region, and they underwent significant physical changes. The infected wampas developed grey-black growths on their bodies, while their eyes turned red and their fur became black and gray.

Kyrisa, wampa master

\"I thought they only hunted when they were hungry?\"

\"They do what that Nightsister trains them to do.\"

- Imperial Security Bureau Captain Jeffren Brek's team discusses Kyrisa's trained wampas

Circa early 2 ABY, the Force-sensitive Dathomiri Nightsister Kyrisa took refuge on Hoth after being exiled from her homeworld of Dathomir. Kyrisa, strong in the Force power of beast mastery, soon gained command of a pack of the ice planet's native wampas through mind control. Cut off from her home and her family on Dathomir, Kyrisa depended on one of her wampas for physical and emotional warmth. Aside from beast control, Kyrisa also dabbled in genetic engineering, through which she eventually produced a gigantic wampa of unnatural size, Unkajo.

Kyrisa used her mind-controlled wampas to devastate nearby installations and to steal supplies. However, as complete control as Kyrisa had over her pack of wampas, her beast mastery quickly attracted the attention of both the Galactic Empire and Jedi sympathetic to the Rebel Alliance, who hoped to either harness her knowledge or remove Kyrisa as a threat to Hoth's local population.

Imperial Intelligence leader \"Blackhole\" had his own ideas how to employ Kyrisa's beast mastery and dispatched a team of Imperial Security Bureau agents, led by Captain Jeffren Brek, to capture her. During their search for Kyrisa on Hoth, Brek's team encountered two of the Nightsister's trained wampas, as well as the giant wampa Unkajo, who towered over its smaller brethren, prompting a skirmish between the Imperials and Kyrisa's beasts. Brek's team killed both of the two smaller wampas, before hamstringing and, as they believed, finally killing Unkajo as well, although the wampas knocked at least one of Brek's men out cold. After the skirmish, the Imperial agents collected the wampas' teeth and claws as souvenirs.

Only moments later, Kyrisa herself appeared before the Imperial agents, surrounded by another pack of obedient wampas, like an army of trained soldiers. Enraged at the loss of Unkajo, Kyrisa ordered the wampas to kill the Imperial team. However, the second battle turned out little different than the previous, with many more of the trained wampas being slain, before Kyrisa slipped away, with the surviving wampas of her group covering her escape.

Simultaneous with the Imperial mission, the Twi'lek Jedi Knight Rachi Sitra, along with another Rebel agent, embarked on her own mission to capture the dangerous Kyrisa from Hoth. At some point, Sitra ran into one of Kyrisa's trained wampas as well, although her combat skills served her well in the fight with the attacking beast. The Rebel agent party to Sitra also encountered Kyrisa herself and two of the exiled Nightsister's trained wampas. Enraged at the Rebel agent for having previously killed another of her bioengineered beasts, Kyrisa ordered the two wampas under her command to kill the agent. The two wampas, well-trained, fought to the death to defend their master, but the Rebel agent eventually won the battle and drove Kyrisa away for the time being.

Ultimately, the Dark Side Adept Namman Cha convinced Kyrisa to join him in service of Emperor Palpatine. He, too, however, had his own bout with Kyrisa's wampas while searching for her on Hoth before enlisting her as the Emperor's newest prize.

The attack on Echo Base

\"Had we remained longer on that frozen world, I have no doubt we would have had more nights filled with their horror.\"

- Voren Na'al

The Rebel Alliance established its secret headquarters on Hoth during the Galactic Civil War following the Battle of Yavin, in a series of ice caves that came to be known as Echo Base. Hoth's wampas soon enough became a serious threat to the Rebels, repeatedly attacking the base and its personnel.

During a bivouac while scouting the expanses of Hoth shortly after the final construction of Echo Base was completed, Rebel Major Kem Monnon, head of the Alliance Corps of Engineers responsible for the base's construction, and an outfit of men heard the howls of wampas in the night—one of the first encounters, albeit indirect, between the creatures and the Rebels of Echo Base.

The Alliance Survey Team Theta at some point found on Hoth the personal logs of a smuggler named Jonox Forb, who inhabited the naturally formed ice caves before their conversion into Echo Base. Although the fate of Forb's smuggling band remained unclear, the Rebel survey team reportedly recovered the logs from an abandoned wampa lair. The content of Forb's logs were not publicly revealed until the release of former Echo Base General Carlist Rieekan's personal historical records, which detailed the Rebellion's time spent on Hoth, during the later years of the New Republic.

As a measure of security, the Rebel Alliance's Standard Operating Procedure at Echo Base included scouting the barren wastes surrounding the facility. Initially, the Rebels detected only passive lifeforms, and there seemed to be very little danger on the remote ice planet. The first sign the Rebels saw that they were not alone was the discovery of a dead tauntaun just outside the base. When the dead animal was brought before 2-1B, the base's chief medical droid, he determined that the tauntaun's neck had been snapped. Knowing how strong the stubborn animals were, the base's personnel found the thought that some creature was strong enough to do such damage more than frightening. 2-1B also assisted in an Echo Base investigation that led to the discovery and capture of several wampas from a nearby cave.

Soon thereafter, Luke Skywalker and Han Solo were on a routine mission to place sensor beacons around the perimeter of the base. Solo informed Skywalker that he had encountered an animal carcass, which he believed to be a recent wampa kill, and urged Skywalker to be on guard before he headed back to Echo Base. Solo later told base personnel that he had discovered some wampa kills out in the snow. Skywalker, however, failed to report in from his scouting work, as he was attacked by a male wampa while astride his tauntaun. The wampa landed a crushing blow to Skywalker's face with a swipe of its powerful claw, knocking him unconscious and opening up a gash on the side of his face. His tauntaun was killed instantly with a crushing grip that snapped its neck. When Skywalker awoke, he found himself hanging upside down, his feet frozen to the ceiling of the creature's cave, and another wampa eating the corpse of his mount. Skywalker was able to escape the cave using the Force to pull his lightsaber into his hands, cutting himself down from the ceiling, then cutting off the creature's arm with his lightsaber just as it was about to attack him.

After Skywalker revived from his medical treatment inside a bacta tank, he confirmed the Rebels' worst fears. He described being attacked by a large creature three meters in height with deadly claws. Although he had only knowingly seen one of the beasts, where there was one, the Rebels reasoned, there was likely to be more. As a result, the base immediately stepped up its security measures.

Echo Base sent out a few patrols to locate the creature that wounded Skywalker. Although they failed to find Skywalker's one-armed attacker, they did encounter another wampa. After stalking the Rebels for some time, the wampa finally attacked the group from its cover beneath a snow mound, surprising its prey. The wampa continued to make hit-and-run attacks at the Rebels, trying to take its prey one being at a time, unwilling to allow such a significant amount of food to get away.

The evening after Skywalker's recovery, Echo Base came under attack. It started with the sound of howling, a noise not unusual to those in the base, who were accustomed to Hoth's howling winds. Still, this noise was louder and angrier. Shortly after the howling started, the base's command center received a brief comlink call from Bervin, a perimeter scout, which was abruptly cut off by a bellowing inhuman roar and a horrified, distinctly Human scream. Major Bren Derlin, head of security at Echo Base, and others in the command center rushed to Bervin's post. There, they found only the signs of a struggle, but no sign of Bervin himself. Blood was splattered against the far wall of snow, where a large cave-in had occurred. The blood trail followed the shallow trench where Bervin's body had been dragged out of the post and into the icy night of Hoth.

Before long similar calls began to come into the command center. Attacks all along the base's perimeter were reported. All described the same: a lone sentry, attacked and dragged off into the night. Efforts were made to ready the base's T-47 airspeeders, but there was no need. The creatures came to them, crashing through the carefully carved ice walls of the facility. The base was soon filled with a horde of attacking wampas. The personnel of Echo Base were ready to protect their fortress, however. They held off the beasts with concentrated artillery barrages, while the wampas outside the base were similarly repelled by the Rebels' blaster fire. The creatures inside the base were rounded up with the help of the droids C-3PO and R2-D2. At the heart of each attack was one commonality that had gone unnoticed until the droids brought it to the attention of Major Derlin. They noticed that the high-pitched beeps of the base's astromech droids drove the wampas into rages. The Rebels were able to use recordings of astromech droids to drive the creatures out of their dark, icy crevasses. They stunned the wampas into incapacitation, and stored them in heavily shielded pens in less vital sections of Echo Base. The pen doors were marked with yellow and orange warning signs, nicknamed by those in the base as \"do not disturb\" signs. The Rebels believed that the wampas had attacked the base to defend themselves from what they perceived as an invasion of their territory. Additionally, research later revealed that the astromech droids' high-pitched beeps and wails were similar to the sounds made by females in search of a mate. This further explained the wampas' rampages, with males having discovered pieces of metal machinery after thinking they had discovered a new companion.

Battle of Hoth

\"Rebel troops?\"

\"I don't think so, sir.\"

- Darth Vader and a snowtrooper lieutenant discuss Echo Base's caged wampas

The Galactic Empire discovered the Rebels' hidden Echo Base in the immediate aftermath of the wampa assault on the ice facility through the reconnaissance efforts of a remotely deployed Arakyd Viper probe droid. While performing its reconnaissance work of the ice planet prior to detecting the Rebel presence on Hoth and transmitting its accompanying sensor data back to the Empire, the probe droid discovered a large mound of snow in the Hoth wastes. Upon the droid probing the mound with a low-powered laser beam, a large wampa emerged from the snow pile, having been sleeping there. The probe droid quickly regulated the potency of its high-powered laser cannon and disintegrated the beast with a single blast.

While hunting a herd of grazing tauntauns, another wampa also encountered and attacked another Imperial Viper probe droid scouting the planet. After a short clash between blaster and claws, the wampa defeated the droid and dragged it back to its ice cavern, where it suspended the machine in the icy ceiling above the skeletal remains of former prey.

During the desperate haste to escape Echo Base in the face of the Imperial invasion during the Battle of Hoth, C-3PO came upon one of the pen doors while trying to catch up with Solo, Princess Leia Organa, and the Wookiee Chewbacca on their way to the Millennium Falcon. Knowing an advance group of snowtroopers was directly behind him, Threepio tore off the door's warning label and proceeded to disappear around another bend in the corridor. The pursuing troopers reached the door. Their leader punched the controls to slide it open, knowing it would take more than locks to stop an Imperial advance. The group marched into the pen with military efficiency, only to be slaughtered by the caged wampas. Once Darth Vader reached the room, all he saw were piles of blood-stained snow, a cave-in exposing the pen to Hoth's daytime sun, and some of his most seasoned, well-trained troops dead on the ground.

In the chaos during the battle, the primary entrance point the wampas used to infiltrate and attack Echo Base, a small room off one of the main corridors that had been sealed, was uncovered. The entrance point opened to a small tunnel that led to the large valley where many of the wampas lived and, consequently, where the attacking wampas had originated. As the battle raged, a visitor to Echo Base followed this tunnel into the large snowy valley, where, in a nearby camp, he found one Professor Blainekie, a Rebel researcher investigating the wampas in the vicinity. Blainekie required assistance with defeating the valley's wampas, including the giant wampa Unkajo. The Echo Base visitor complied and successfully brought down the towering creature.

While attempting to escape from Hoth late during the battle, mercenary Dash Rendar encountered several of the Rebels' caged wampas throughout the bowels of Echo Base. After witnessing the havoc wreaked upon the base by the wampas, the Empire in turn bioengineered the cliff wampa to guard Imperial interests on the Gall moon.

Hunting wampas for sport

\"There's a huge black-market price on wampa pelts, you know.\"

- Burrk

A certain subclass of big-game hunters existed who specialized in the \"sporting\" hunt of large predators like the wampa. They often traveled to the remote Hoth system to hunt wampas. Poachers and hunters had been tracking wampas for decades prior to the onset of the Clone Wars, though their mortality rate often exceeded the creatures themselves. Wampa pelts or stuffed heads were prized trophies among hunters, and a black-market fur-trading operation that involved wampas existed in the Outer Rim at some point before 33 BBY. Wampa \"souvenirs\" and even clothing made of wampa fur had been known to command high prices at galactic trading posts by the early years of the Galactic Civil War. Wampa meat was also served in some corners of the galaxy—as of 31 BBY, a serving kitchen within the space station Darkside on an asteroid in the Cularin system asteroid belt had twenty kilograms of ground lean wampa meat stored in a freezer. By 1 ABY, the sporting hunt of wampas was illegal, though hunters were still able to sell their wares on the black market for high gain. Wampas were later included in Galactic Federation of Free Alliances legislation to protect endangered species from extinction.

In one well-known case, the wampas' ability to organize coordinated attacks was well demonstrated. A group of failed stormtrooper cadets established a business as guides leading these big-game hunters in pursuit of Hoth's wampas. Initially, they met with great success due to their advanced weaponry. However, by the fourth expedition the wampas had learned their enemy's secrets. The hunters landed and set out in search of their quarry. Meanwhile, the wampas found and destroyed the expedition's starship. Over the course of the next several nights, the wampas circled the camp, howling madly. The frightened hunters wasted their ammunition shooting at shadows until the wampas attacked. The beasts dragged away just one hunter with each assault. Finally, the last two survivors killed one another rather than allowing themselves to fall prey to the wampas. This was one tale typically told by big-game hunters; some circles doubted the validity of the tale, pointing to the loophole that if there were no survivors, no one could have lived to report what had happened.

Skywalker later re-encountered the wampa he wounded with his lightsaber nine years later during a subsequent journey to Hoth with the Jedi Knight Callista Ming. There, they discovered a group of stranded wampa poachers, including a former stormtrooper named Burrk, and two Cathar brothers. The three had set up a business taking hunters to Hoth to hunt what they termed \"the biggest game in the galaxy.\" The group found success after two hunting rounds, collecting the pelts of several creatures and killing numerous others. But on their third trek into the Hoth wilderness, the poachers met with disaster. They returned to their starship to find their pilot slaughtered. Trying to investigate the cause of death, the group was attacked by a group of wampas, killing a guide and three clients. The surviving five members found shelter in the abandoned Echo Base.

When Skywalker and Ming arrived on the planet just days later, the two Jedi and five survivors were once again attacked by an army of wampas who had grouped together under the leadership of the dismembered beast, who recognized Skywalker's and Ming's lightsabers as a threat. As a coordinated group, the wampas displayed enough intelligence to ruin the flight controls of the Jedi's ship, as they had with the poachers, to prevent escape. After the wampa horde chased the group back into the confines of Echo Base, the beasts created a diversion by banging on the base's closed shield doors until they could break through the icy walls of the facility. Skywalker and Ming were able to reach their damaged ship with the stopping power of their lightsabers—Skywalker killing the one-armed beast for good in the process—and escape the planet after rigging their vessel to restart through an alternative power source, but not before the remaining poachers were killed. Skywalker later remarked that he believed the one-armed wampa recognized him personally and that they consequently possessed long-term memories.

Other encounters

By 27 BBY, a Shi'ido Changeling impersonating the former Twi'lek Jedi Knight-turned-pirate Reess Kairn had set up a lumni-spice mining operation on Hoth using the planet's wampas as food-collecting servants. He fitted several of the creatures with a type of bio-stimulant brain implant, making them more docile and able to understand and respond to the Shi'ido's verbal commands. They were instructed to retrieve tauntauns and bring them back to his subterranean cave, where they were taught to skin them in preparation for his consumption. Hoping to collect a posted price on Kairn's head, the bounty hunter Aurra Sing infiltrated the cave draped in the skinned hide of a dead wampa. She was able to neutralize the Kairn impersonator while simultaneously killing many of his wampas in a manufactured cave-in. The rocky collapse awakened a large dragon slug, which also crushed one of the wampas in its massive jaws.

The Balti smuggler Bingo Mehndra possessed a captured pet wampa in a secret Hoth base of his. When the Hutt crime lord Jabba Desilijic Tiure sent his musical retainers, the Max Rebo Band, on a covert assassination mission to Hoth to kill Mehndra, the smuggler threatened to feed the musicians to his wampa if he suspected a trick. The participants of Jabba the Hutt's demolition games later encountered a single wampa while competing on Hoth shortly before 4 ABY.

On a mission to Hoth in 14 ABY, Jedi Master Kyle Katarn and his apprentice, Jedi student Jaden Korr, encountered several rogue wampas around the perimeter and inhabiting the ruins of Echo Base. Korr found one wampa in particular attacking a tauntaun within the base.

Wampas in the galaxy

\"Stoopa! You said wampa protect me from intruders! Not kill me!\"

\"I…thought we could control it, Lord!\"

- A Hutt and a Twi'lek, realizing the futility of trying to hold a captive wampa

Knowledge of the wampa throughout the galaxy was limited. Of those aware of the creatures' existence, understanding typically came by way of overhearing big-game hunters speak of what they considered legendary quarry on account of the wampas' violence and formidable claws and teeth. Indeed, hyperbole and rumors of the wampa's fearsomeness abounded. The planet Hoth was synonymous with the wampa—in the rare instances the planet was mentioned in conversation, it was common to hear the wampa mentioned in the same breath.

Many believed that wampas possessed at least rudimentary intelligence. Through extensive research into the records of other creatures appearing similar to the wampa, evidence had been found suggesting mass coordinated attacks made by the creatures. In some cases, these attacks laid waste to entire outposts of colonists on other worlds. This was later substantiated by the Rebels of Echo Base.

Wampas were one of several \"trophy\" animals smuggled onto the planet Coruscant for the pleasure of its citizenry. As with their smuggled counterparts, these wampas were quickly discovered to be too dangerous to handle and were either released into the environment or escaped on their own, labeled from that point as \"fugitive animals.\" These renegade wampas instinctively migrated to Coruscant's cooler polar regions to eke out an existence. Wampas also existed on the Outer Rim ice world Rhen Var.

As of 41 BBY, the Galactic Republic prohibited the transportation of wampas throughout the galaxy. The Jedi Master Tholme and his Padawan, Quinlan Vos, were assigned to track a felonious dealer of interdicted beasts to the planet Ryloth, where they suspected their target was connected to the Twi'lek Clan Secura. Unbeknownst to the Jedi, the Hutt crime lord presiding over the slave trade on Ryloth held a captive wampa—one of the interdicted beasts—in the name of personal security, sold to it by Pol Secura. The wampa managed to break free of its restraints during the Jedi's visit, killing the Hutt and several others nearby. The young slave girl Aayla Secura was able to reach out telepathically through the Force to call to Vos for help during the confusion. He soon arrived at her side but found himself overmatched by the large beast after first naively trying to reason with it. On the brink of death within the wampa's grasp, Vos, with the assistance of the young Secura, called his lightsaber to his hand via the Force and put an end to the wampa's rampage. With Secura's sensitivity to the Force realized, she was taken to Coruscant to be trained as a Jedi.

Around 32 BBY, the crime lord Gargonn the Hutt ran an enterprise shipping exotic beasts around the galaxy, operating the Circus Horrificus, a gruesome traveling show of alien monstrosities, out of the bowels of the moon Nar Shaddaa. Wampas listed among the many beasts included in Gargonn's animal smuggling ring.

Cog Hive Seven

\"You weren't supposed to survive your match with the wampa.\"

- Sadiki Blirr, to Darth Maul

The space penitentiary known as Cog Hive Seven ran an extremely lucrative yet illicit gambling operation a decade and a half before the beginning of the Clone Wars. By forcibly pitting its inmates against each other in gladiatorial combat and betting on the matches using an elaborate algorithm to predetermine the winner of each bout, the prison made a fortune at the expense of the galactic gambling community. Cog Hive Seven eventually obtained a wampa from a couple of freelance bounty hunters, who delivered the creature to the prison from an abandoned spaceport in the Anoat system. Believing the wampa to have previously fought in illegal gladiatorial contests, the prison's administration planned to match the beast against its own inmates. The wampa was yet infected with a disease that greatly affected its physiology.

In 33 BBY, Darth Maul, apprentice of the Dark Lord Darth Sidious, infiltrated Cog Hive Seven on a mission for his Master by masquerading as an inmate, though he was forbidden to call upon the power of the Force or reveal his true identity as a Sith Lord. Cog Hive Seven's algorithm soon matched Maul against the prison's wampa, a fight that Maul was calculated to lose, with the majority of offworld gambling combines betting that the odds were in the beast's favor. The wampa stood nearly three meters in height, with a battered physical appearance indicative of previous combat, including a filthy, blood-stained pelt that had been ripped away in spots along its chest and abdomen, and a cranial horn that had been partially snapped off. The fight began with the wampa slashing Maul twice with its claws. Maul retaliated but quickly came to the realization that there was indeed something profoundly wrong with the creature after driving his elbow into the wampa's skull with a force that should have broken its neck, to no effect. The disease that infected the wampa enabled it to continue fighting even after Maul shattered its skull with a subsequent head-butt, but Maul put an end to the match by driving his arms through the soft tissue of the wampa's torso and crushing its heart between his hands.

Clone Wars

Wampas were occasionally found participating in illegal gladiatorial games on a number of Outer Rim worlds. Early during the Clone Wars, Dark Jedi Asajj Ventress faced a wampa, among other opponents, in the Cauldron, an infamous gladiatorial arena on the rocky planet of Rattatak. She hoped to persuade Count Dooku to accept her as his Sith apprentice by displaying her combat abilities. In similar fashion, the Jedi Master Luminara Unduli faced off against a wampa in gladiatorial style combat while in the Arena of Doom, a gladiator stadium owned by Mondo-Mod the Hutt, who had his wampa contestant shipped in directly from Hoth. Without using her lightsaber or Force abilities, Unduli defeated the beast by jumping, grabbing its horns, and flipping it. She attributed her victory to simple physics. For her victory over the wampa and subsequent opponents, Mondo-Mod revealed to her the location of a Separatist Droid Army factory on the planet Diorda.

The Rodian Onaconda Farr, senator of the Doldur sector, possessed a wampa-skin rug during the Clone Wars. Farr kept the rug, comprising a stuffed head but bereft of appendages, within his retreat on the planet Rodia. Warm wampa-skin rugs of high quality immediately showed visitors to one's home that one was an individual of refined taste and class.

On a tactical screen within a Republic ground base command center commanded by Anakin Skywalker at some point early during the Clone Wars, Aurebesh lettering described a sort of wampa attack taking place. Also present within the base's command center was a chest with the Aurebesh lettering \"HOT-.\" A Low Altitude Assault Transport/infantry with a picture of a snarling Wampa on the front saw service with Republic forces during this period, and it was given the nickname Wampa Runner.

A sizable community of wampas lived on Asuin, a planet deep within Hutt Space besieged by fierce ice storms, during the Clone Wars. Jedi Generals Obi-Wan Kenobi and Anakin Skywalker landed on Asuin during the war while pursuing valuable stolen data containing the location of the Confederacy of Independent Systems' hypermatter generators. Upon touching down on Asuin's surface in dropped speeders, Kenobi and Skywalker quickly fell under attack by a large group upwards of ten wampas. The Jedi escaped the beasts by leaping to the far side of a nearby ravine, leaving the wampas to push Skywalker's speeder into the deep chasm separating the two parties. Kenobi, specifically, recognized the creatures and referred to the wampas by species name.

A particularly abrasive slicer used the handle \"wampa1\" as his user identification while posting comments on a HoloNet message thread during the height of the Clone Wars.

At some point during the Clone Wars, the Chevin slaver Phylus Mon kept a single male wampa named Ku-Kak as a personal bodyguard in addition to several other retainers. Mon discovered the wampa on a distant ice-covered world and selected the beast into his employ due to its unique ability to wield the Force. Ku-Kak's training under Mon included understanding and being able to respond to his master's commands in the Chevin language and also to identify and attack Jedi, for whom Mon held a strong dislike. The wampa identified Jedi by the fact that they carried lightsabers, and because he differentiated them from Mischa Vorfren, a male Anzati soldier also in Mon's employ who carried a lightsaber that Ku-Kak had collected as a trophy and given to him, and whom Ku-Kak considered an ally. To combat Jedi, Mon provided Ku-Kak with a Sith sword that he had picked up during his travels; the wampa proved very adept at wielding the sword, which augmented his powers in the dark side of the Force. Additionally, Ku-Kak, like the other slaves under Mon's command, was outfitted with an explosive device in his heart programmed to detonate in the instance that Mon died and the Chevin's own heart stopped beating. Although this provided Mon's lieutenants with the motivation to fight for him, the wampa lacked full awareness of what had been implanted inside him.

Mon traveled with an entourage of enslaved creatures wherever he went—his so-called \"zoo\"—to which the wampa belonged. The wampa accompanied Mon during his attack of the Sith fortress on the planet Almas in the Cularin system, where the Chevin stole the darkstaff, a powerful Sith artifact, and during which multiple Jedi were killed. A team of Cularin heroes attempting to end the threat that Mon posed encountered Ku-Kak after infiltrating the throne room of Mon's starship, the Animiasma, within the Cularin system asteroid belt.

During the Clone Wars, some clone troopers were known to dress up in special wampa suits for special occasions. For Halloween, some were known to have dressed in a purple fur wampa suit and for Life Day there was a simple white suit.

Galactic Civil War and beyond

\"That wampa on the wall was my kill!\"

- Bossk

By 2 BBY, among other lethal creatures, including an acklay and a krayt dragon, the Imperial Captain Ozzik Sturn displayed the head of a wampa in a trophy room he maintained in his personal quarters on the planet Kashyyyk. Sturn, a big-game hunter, collected the heads of his prey during hunts.

Six months after the Battle of Yavin, the Shi'ido Senior Anthropologist Mammon Hoole shape-shifted into a wampa while he and his nephews, Zak Arranda and Tash Arranda, were attacked by a horde of zombies in the Crypt of the Ancients on the planet Necropolis. Hoole was able to manhandle the zombies in his transformed physicality. In 1 ABY, Darth Vader and a stormtrooper detail arrived at the Jedi Enclave on the planet Dantooine, where Vader discovered a clone of himself. While the two engaged in a Force duel, a similar clone of Hoole in the transformed shape of a wampa neutralized one of the stormtroopers.

Circa early 3 ABY, Crazy Larry's Galactic Getaways, a travel agency, featured a still image of a wampa in its advertisement for a vacation to Hoth. The advertisement warned potential customers that interaction with the planet's native wildlife occurred at their own risk, citing the wampas' history of attacking landing starships and other vehicles.

While in pursuit of the bounty hunter Boba Fett late in 3 ABY, Dash Rendar encountered the Imperial-bioengineered cliff wampa in Smuggler's Canyon near the Cadavine Sector Fleet Imperial Enclave on the moon of Gall. Mara Jade encountered the swamp wampas of Dromund Kaas on a mission to that planet in 10 ABY.

Wampas also held an element of cultural significance for many. The forces of the space pirate Gir Kybo Ren-Cha flew stolen TIE Fighters emblazoned with their trademark red wampa skull signet in the years prior to the Battle of Yavin. By 1 BBY, Holgurn, a Gamorrean messenger in the employ of Jabba the Hutt, was familiar enough with the creatures to compare the inexperienced Rodian bounty hunter Greedo to the inconspicuousness of a wampa, while an Imperial TIE/LN starfighter pilot went by the nickname \"Wampa\" during the Galactic Civil War for icy precision in battle. Also during the Galactic Civil War, wampa stuffed animals offered denizens the soft and cuddly aspects of the creature without the danger of being mauled and eaten.

In later years, Rogue Squadron Colonel Gavin Darklighter designated an enemy starship as \"Wampa\" during the Battle of Sernpidal in 26 ABY amidst the Yuuzhan Vong War. A Jedi Initiate training clan of the New Jedi Order—the Wampa Clan—was named after the Hoth creatures. The martial arts form Teräs Käsi consisted of two combat techniques named after the wampa—the Charging Wampa and the Slashing Wampa. The city of Pons Ora on the planet Abafar hosted a business known as Adopt-a-Wampa, though exactly how one could adopt one of these highly dangerous creatures, or why they would want to, was unclear.

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If the wampa takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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

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

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The wampa makes two attacks, one with its claw and one with its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2Q5ZWQyNTRlM2Vm","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/120_-_Snow_Wampa/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage.

The target is grappled (escape DC 14) Until this grapple ends, the target is restrained, and the Snow Wampa can't bite another target.

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\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new)
  • 60 credits (used)
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

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When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} +{"_id":"EWeZqfBJ4tohlYeC","name":"Mistryl Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"unarmored defense"},"hp":{"value":60,"min":0,"max":60,"temp":0,"tempmax":0,"formula":"11d8+11"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":60,"min":0,"max":60},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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While the Mistryl is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.

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.

The Mistryl makes three unarmed strikes or three dart attacks.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

If the target is a creature, the Mistryl can choose one of the following additional effects. The target must Succeed on a DC 13: -Strength saving throw or drop one item it is holding (Mistryl's choice). -Dexterity saving throw or be knocked prone. -Constitution saving throw or be stunned until the Mistryl's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} +{"_id":"EbnulmAh5jdneWrt","name":"Gamorrean Guard","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":84,"min":0,"max":84,"temp":0,"tempmax":0,"formula":"9d8+36"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":84,"min":0,"max":84},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the guards scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 12 (1d12+6) kinetic damage

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Massiffs were reptilian creatures found on Geonosis and Tatooine. The species' original world was unknown; however, the Geonosis and Tatooine populations were by far the most numerous. Canine in appearance with an armored hide, the beasts could be domesticated and used for sentry and guard tasks. On Geonosis, possession of a massiff was a sign of authority and aristocracy. The Geonosians and massiffs had a somewhat symbiotic relationship; in exchange for shelter, the creatures would rid the hives of pests. It was easy to tell the age of a massiff, for they grew a new pair of antlers every standard year.

DesignationNon-sentient
Average height0,76 meters
Homeworld
  • Geonosis
  • Tatooine

Biology and appearance

Massiffs had coarse skin, large jaws, toothy mouths, big dark eyes and a line of hard spikes along their backs.

History

In addition to being introduced to Malastare, the massiff was domesticated by the Tusken Raiders of Tatooine. Researchers believe that an interstellar freighter carrying the animals crashed in one of the planet's sandstorms around 222 BBY. The resulting slaughter by the Sand People left only one survivor, while a small portion of the massiffs were kept by the attackers. Their senses being attuned to the clear conditions of Geonosis, massiffs were useless as sentries in Tatooine's constantly blowing sand. Instead, they found their niche as camp defenders, attacking any intruders on sight. The presence of massiffs was a contentious one among the Tusken clans, as many felt that they were a departure from tradition. Because of this, warring clans would often try to slay each other's pets as gestures of insult.

The proximity of Geonosis and Tatooine undoubtedly led to the migration of the creature from one world to another, most likely the result of careless traders introducing the animal into a new ecosphere. On Geonosis, massiffs were emblems of the Geonosian aristocracy, and domesticated massiffs were used to rid the hives of vermin. On occasion, massiffs were used in arena fighting. On Tatooine, they were similarly domesticated as camp guard animals.

During the Clone Wars, at least one massif was used by the Grand Army of the Republic for military purposes, being handled by an ARF trooper accordingly nicknamed \"Hound.\" He was used to track Jedi Ahsoka Tano on Coruscant.

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The massiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Any creature that grapples the massif takes 3 (1d6) kinetic damage at the end of its turn.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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\"My blurrg may be ill-tempered, but she's much faster than your riding machines.\" 

- Tae Boon, to \"Stak\"

DesignationNon-sentient
Classification

Reptile

Skin color
  • Mottled brown
  • Blue
  • Green
Eye colorBlack
Homeworld
  • Arvala-7
  • Endor
  • Ryloth
DietHerbivore

A blurrg (plural: blurrg or blurrgs) was a non-sentient, two-legged beast of burden found throughout the galaxy. Blurrgs were notably used by the Twi'lek Resistance and Free Ryloth movement during the Clone Wars and Imperial Era, and they were also corralled by the moisture farmer Kuiil on Arvala-7.

Biology and appearance

Blurrgs were a two-legged non-sentient species that were used as beasts of burden on a number of worlds located across the galaxy, including Endor and Ryloth.

Behavior

Stoic and strong, they were used for everything from agricultural labor to war. Male blurrgs were eaten by females after the mating process.

History

The Twi'lek Resistance on Ryloth rode blurrgs in battle during the Battle of Ryloth, where they were used at the final offensive against Separatist forces in Lessu, charging at droid troops with the Grand Army of the Republic's Lightning Squadron. During the time of the Mission to Zygerria, some blurrgs were sold in the markets of Zygerria. Around 9 ABY, the bounty hunter known as \"the Mandalorian\" and the Ugnaught Kuiil tamed and rode blurrgs during the hunters' mission to Arvala-7.

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The blurrg deals double damage to objects and structures.

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The blurrg has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

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The blurrg is considered to be a Huge animal for the purposes of determining its carrying capacity.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (1d12+5) kinetic damage

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DesignationSemi-sentient
Hair color
  • Gray
  • Light brown
DistinctionsSharp claws
Habitat

Rocky

The cliff wampa was a brown-furred, rock-climbing subspecies bioengineered from the wampa ice creature native to the frozen Outer Rim Territories planet Hoth. After learning of the ice wampa's powerful ferocity during the Battle of Hoth, the Galactic Empire captured several of the creatures, and Imperial biologists artificially adapted them to various environments. By 3.5 ABY, the Empire had placed the resulting cliff wampa on the rocky Outer Rim moon of Gall to guard local Imperial interests.

Biology and appearance

A product of Imperial bioengineering, the cliff wampa was a manufactured subspecies of the wampa ice creature indigenous to the ice planet Hoth. Whereas the ice wampa was covered with a coat of white fur for camouflage on Hoth's frozen plains, the cliff wampa was gray or light brown in color to blend in with the rocky habitat of the Imperial-controlled moon of Gall. The cliff wampa boasted sharp, iron-strong claws capable of climbing or digging through solid rock, much like the Hoth wampa would dig through ice.

Behavior and intelligence

Like its Hoth cousin, the cliff wampa was semi-sentient in nature. Cliff wampas were temperamental and hungry, and would maul anything or anyone they encountered.

History

The origin of the cliff wampa began during the Rebel Alliance's tenure at the Echo Base facility on the Outer Rim Territories ice planet Hoth. The Rebels of Echo Base endured repeated assaults on their encampment from Hoth's native wampas. During one such attack, the Rebels neutralized and incarcerated several of the creatures, holding them in secluded pens within the base.

Later, during the Imperial assault on Echo Base in the Battle of Hoth, several of the Dark Lord Darth Vader's elite snowtroopers were slaughtered by the Rebels' caged wampas after charging blindly into one of the creatures' holding pens inside the base. Imperial biologists were so impressed with the powerful wampa after receiving reports of how the creatures terrorized Echo Base that the Empire managed to capture some of the beasts and, through bioengineering, adapted them to survive in various environments as guard animals. The cliff wampa was a result of the Empire's efforts.

Cliff wampas in the galaxy

By 3.5 ABY, just months after the Battle of Hoth, the Empire installed the cliff wampa to guard the Cadavine Sector Fleet Imperial Enclave on the rocky Outer Rim moon of Gall. The mercenary Dash Rendar, who had previously come face-to-face with the Rebels' captured ice wampas within the bowels of Echo Base during the Battle of Hoth, encountered a single cliff wampa while attempting to infiltrate the Imperial Enclave through the high cliffs of Smuggler's Canyon in a failed effort to rescue the captive Han Solo from the bounty hunter Boba Fett.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 14","languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":14,"prof":3,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":1,"ability":"dex","bonus":0,"mod":0,"passive":13,"prof":3,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","token":{"flags":{},"name":"Cliff Wampa","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"FELAZNKmWhPTswVp","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":96,"max":96},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWYyMjc3NjExOTI0","flags":{},"name":"Keen Smell","type":"feat","img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZjFjNjkyNDMyNTE4","flags":{},"name":"Rocky Camouflage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","data":{"description":{"value":"

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

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.

The wampa makes two attacks, one with its claw and one with its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZjA1ZTQ1YTIzOGU0","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NTgxZmVjZTNjYWUy","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/027_-_Cliff_Wampa/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d10+5) kinetic damage.

The target is grappled (escape DC 16) Until this grapple ends, the target is restrained, and the wampa can't bite another target.

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Ranged Weapon Attack +8, Range 25/50ft., One target. Hit : 8 (1d6+5) kinetic damage.

If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor is a 5th-level forcecaster. It's forcecasting ability is Charisma (force save DC 13, +5 to hit with force attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, saber throw, slow

1st-2rd level (18 Force Points): dark side tendrils, fear,

force jump, force sight, hex, sense force, stun

Force Resistance. The inquisitor has advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YjQ5MWQ5M2MzM2Vl","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NDI5NzFjYTAyZjdh","flags":{},"name":"War Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjgwMWU3M2I3NGM4","flags":{},"name":"Spinning Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/215_-_Inquisitor_2C_Knight/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) energy damage

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DesignationNon-sentient
ClassificationAmphibian
Skin colorBrown
Eye colorYellow
Distinctions
  • Toothy mouth
  • Long tongue
  • Dexterous forelimbs
  • Heat-sensitive palps
  • Two cranial antennae
Homeworld
Tatooine
HabitatDesert
DietCarnivore

Worrts were a non-sentient species that hailed from the desert of the planet Tatooine. These squat, large-mouthed creatures caught prey by sitting stationary in the sand and then using their long tongues to wrap around passing rodents or insects.

Biology and appearance

Worrts were squat and spiky creatures whose appearance bore similarities to that of chubas. They had brown, warty skin and measured 1.50 meters in height. They were quadrupeds with dexterous forelimbs. A worrt's head featured a pair of sensitive cranial palps, two bulbous eyes that could be yellow in hue, two nostrils, and a large mouth. That mouth contained a long tongue, and strong teeth laced with a venom potent enough to kill a bantha. The eyelids of the worrts could keep sand out of their eyes, and their saliva was also capable of jamming a blaster. Worrts lay large amounts of soft eggs, which were harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior and intelligence

Worrts were predatory creatures who lived on desert planets. Worrts fed mostly on insects and rodents. When hungry, a worrt would settle into the sand, becoming indistinguishable from a rocky outcropping, and wait for a prey to pass by it. When its victim came close enough, the predator threw its tongue out of its mouth and wrapped it around the prey. The worrt's tongue then snapped back, throwing the food down its throat.

History

The chuba-like worrts lived in the desertic wastes of Tatooine, a suns-scorched planet located in the Outer Rim Territories. The most notable worrt in the galaxy may have been the one lived on the road to Jabba the Hutt's Palace in the Dune Sea of Tatooine around the time of the Battle of Endor. Three years later, Han Solo and Lando Calrissian encountered a worrt named Korrg kept by the pilot Taka Jamoreesa. Around thirty years after the Battle of Endor, a Nu-Cosian traveling merchant and storyteller named Bobbajo kept a worrt named J'Rrosch as a pet.

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The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage.

The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a success.

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The worrt makes a bite attack against a Medium or smaller target it is grappling. On a hit, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the worrt, and it takes 14 (4d6) acid damage at the start of each of the worrt's turns. The worrt can have only one target swallowed at a time. If the worrt dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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If the matriarch isn't incapacitated, any other gundark can make a melee attack as a bonus action while within 10 feet of the matriarch.

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When the matriarch reduces a creature to 0 hit points with a melee attack on its turn, the matriarch can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on sight or smell.

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.

The matriarch can make four attacks: two with its claws and two with its gigantic claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ODViMGM1NWY3MDAz","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/071_-_Gundark_2C_Matriarch/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmY1MzEzZjYxNGI2","flags":{},"name":"Gigantic Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/071_-_Gundark_2C_Matriarch/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"GR2XUrAeCUZlWexT","name":"**The Sith'ari","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0},"int":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0},"cha":{"value":24,"proficient":1,"min":3,"mod":7,"save":14,"prof":7,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"orbalisk armor"},"hp":{"value":257,"min":0,"max":257,"temp":0,"tempmax":0,"formula":"27d8+135"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":257,"min":0,"max":257},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

\"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused.\"

\"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets.\"

\"That day is here. I have surpassed you, Bane. Now I am the Master.\"

\"Then prove it.\"

- Darth Zannah and Darth Bane

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.


Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.


In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.


In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.


There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

Sith'ari

Sith'ari was a title that, in the ancient Sith, meant \"Lord\" or \"Overlord,\" first claimed by King Adas. After Adas's death, the term became the subject of a legend prophesying the coming of a being that would lead and destroy the Sith, but in doing so would make the Sith more powerful than ever before. In this context, the term came to mean \"perfect being\" or \"god.\"

THE SITH'ARI PROPHECY

The Sith'ari will be free of limits.

The Sith'ari will lead the Sith and destroy them.

The Sith'ari will raise the Sith from death and make them stronger than before. 

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":21,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons"},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Enhanced Weapons"},"dv":{"value":["lightning"],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 22","languages":{"value":[],"custom":"Galactic Basic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":20,"prof":7,"total":10},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ins":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"itm":{"value":1,"ability":"cha","bonus":0,"mod":7,"passive":24,"prof":7,"total":14},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":5,"passive":22,"prof":7,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"per":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","token":{"flags":{},"name":"The Sith'ari","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"GR2XUrAeCUZlWexT","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":257,"max":257},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2JhYWEwYTQzZDUz","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

If the Sith’ari fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NDYzYTY5Zjg5MDI4","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

The Sith’ari is an 18th-level forcecaster. The Sith’ari’s forcecasting ability is Charisma (power save DC 22, +14 to hit with force attacks) and it has 87 force points.

The Sith’ari knows the following force powers:

At-will: affect mind, denounce, feedback, force push/pull,

necrotic charge, saber reflect

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight, force throw

3rd-level: choke, force lightning, force scream, knight speed,

sever force

4th-level: drain life, force immunity, improved force

camouflage, shroud of darkness

5th-level: greater feedback, improved force scream, improved

phase strike, telekinesis

6th-level: crush, force chain lightning

7th-level: force lightning cone, ruin

8th-level: death field

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODg1Mjg3OTYyOTcw","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

The Sith’ari has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZjljMmMwMmYzZTdk","flags":{},"name":"Pinpoint Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

When the sith’ari cast a power that allows it to force creatures in an area to make a saving throw, the sith’ari can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NDNkNzFjYmE0NGVl","flags":{},"name":"Quickened Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

When the sith’ari casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MGUxY2QyYjk2NDQy","flags":{},"name":"Orbalsik Armor","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

The Sith’ari wears armor comprised of Orbalisk parasites. While wearing the armor, the Sith’ari is immune to damage from unenhanced sources, and has resistance to damage from enhanced weapons. If the Sith’ari takes Lightning damage, this trait does not function until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YjVhMmFlNjVlZTc1","flags":{},"name":"Orbalisk Regeneration","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

The sith’ari regains 25 hit points at the start of its turn if it has at least 1 hit point. If the sith’ari takes Lightning damage this trait does not function until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"YzBjNDhjYzEzZDY5","flags":{},"name":"Force Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MzBlYTdiYzY1YTlj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage.

The Sith’ari makes four melee attacks, or casts a power and makes a melee attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"ZWMwOTQ0OGRiYjQz","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"MTQ4Njc2ZTE2NTA2","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

.

The Sith'ari casts an at-will power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MDcwNjk4OTYyMjg3","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

.

The Sith'ari moves up to its speed without provoking attacks of oppurtunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZTMxYTVkZWZhYzhh","flags":{},"name":"Forcecasting (1 legendary action per power level)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

.

Sith'ari can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NDE2OTAzMmFkNjA4","flags":{},"name":"Deathblow (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/397_-_The_Sith_27ari/avatar.webp","data":{"description":{"value":"

.

The Sith'ari makes a melee attack. If the attack hits, the Sith'ari deals maximum damage, and the target cannot regain hit points until the end of its next turn.

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Hair colorOrange and White
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Homeworld
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The Greysor was a four legged, carnivorous primate from the planet of Naboo. It was long used during hunts and birding parties by the Nabooian aristocracy.

Wild greysors hunted in packs of 2 to 12 individuals. They hunted mostly rodents and shaaks, but occasionally scavenged carrion. When hunting, they relied on the sense of sight more than smell. Wild greysors were known to be plagued by fleas.

There were several varieties of domesticated greysor—stubtail, bounder, and manadept being the most common. Domesticated greysors were most often kept in kennels; it was considered \"unwise\" to keep greysors and twirrls together. Greysors were born one at a time. They burrowed with their mother until they were mature (four to six weeks old).

Greysors had nonretractable claws, ideal for running fast. To keep them balanced while running they had an aerodynamic tail.

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The greysor has advantage on Wisdom (Perception) checks that rely on sight and smell.

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Medical droids, medi-droids, meddroids, Emdee droids, or surgeon droids were specialized in medical and surgical operations. A classification of first-degree droid, medical droids were actually considered to be members of the larger biological science droid classification, but were typically listed separately due to their prominence.

The galaxy was full of sentient species and it could be very hard for a flesh-and-blood doctor to know how to effectively treat more than a few of them. Medical droids had no such shortcomings, some even had a passable bedside manner. The most popular meddroids included the 2-1B surgical droid and FX-series medics. GH-7 medical analysis units were common throughout the Galactic Republic, while the Sith employed DD-13 medical assistant droids for their dark reconstruction surgery.[3] There were even models that specialized in non-sentient creatures.

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Attack and damage rolls made with a blaster or a weapon with the finesse property use Intelligence rather than Strength or Dexterity.

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Whenever the droid restores hit points or grants temporary hit points to a creature, it can roll an additional d8 and add it to the roll.

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The Droid can take a second reaction each round. It can only take one reaction per turn.

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As a bonus action, the droid can reinvigorate a creature. When it does so, a creasture within 30 feet regains 4 (1d8) hit points.

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When a friendly creature who the droid can see or hear makes a saving throw, it can add 1d8 to the result of the saving throw. The droid can use this ability before or after making the saving throw, but before any effects of the saving throw are determined.

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Ranged Weapon Attack +5, Range 40/60 ft., One target. Hit : 7 (1d4+5) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The Medical Droid restores 14 (4d4+4) hit points to a creature within 5 feet.

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The Medical Droid restores 28 (8d4+8) hit points to a creature within 5 feet.

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The Medical Droid restores 45 (10d4+20) hit points to a creature within 5 feet.

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A target creature within 30 feet regains 9 (1d8+5) hit points.

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.

The droid can inject a creature with adrenaline. When it does so, a creature within 30 feet regains 4 (1d8) hit points. Additionally, until the start of the droid's next turn, when that creature would take damage, the amount is reduced by 5.

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.

The droid can inject a creature with painkillers. When it does so, a creature within 30 feet regains 9 (1d8+5) hit points, and when that creature makes their first ability check, attack roll, or saving throw before the start of the droid's next turn they can add 1d8 to their roll.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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DesignationNon-sentient
ClassificationHound
Skin color

White

Eye ColorOrange
Distinctions

Regenerating teeth

Homeworld
Corellia

Corellian hounds, also known as Sibian hounds, were a type of hound from the planet Corellia. They were quick and nimble canines used by locals for a number of tasks. Due to their keen sense of smell, they were often used for hunting and tracking. They had a vicious bark and bite, which meant they could be quite effective for protection. Criminal gangs were fond of using the hounds for defense or to attack their rivals. They also had regenerating teeth. Corellian hounds could also be found on the planet Ushruu, where they were known as snarlers.

History

Around 34 ABY, Dok-Ondar had the head of a Corellian hound mounted on the wall of his store on Batuu. The plaque the head was mounted on had the words \"In memory of Yay Jacc\" painted on it in aurebesh.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is Large or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The droidsmith has a +8 bonus when using Astrotech's Tools.

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The droidsmith has advantage on Intelligence (Investigation) checks within 5 feet.

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The Anzellan droidsmith is too small to pack much of a punch. The droidsmith has disadvantage on strength saving throws.

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The Anzellan droidsmith is too small and fast to e\u0000ectively target. The droidsmith has +1 AC (included) and has advantage on Dexterity saving throws.

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The droidsmith is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC14, +6 to hit with tech attacks) and it has 16 tech points.

The

droidsmith knows the following tech powers:

At-will: electroshock, on/off, temporary boost

1st-level: homing rockets, oil slick, repair droid

2nd-level: hold droid, motivator boost, truth serum

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 5 (1d4+3) ion damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000}]} +{"_id":"Gwt1wA2OpAzwPr5V","name":"Geonosian Elite Warrior","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"natural armor"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"11d8+45"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.


Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.


They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.


The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 12","languages":{"value":[],"custom":"Geonosian"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":1,"ability":"dex","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","token":{"flags":{},"name":"Geonosian Elite Warrior","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Gwt1wA2OpAzwPr5V","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":90,"max":90},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YmI0ZDcyYzZkMGEy","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Elite Warrior attacks twice with his pistol, or his electrovoulge.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MjI0ZTE3MzA1OWQ3","flags":{},"name":"Sonic Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 4 (1d6+1) sonic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"YTAxZTMxOGY0MzE3","flags":{},"name":"Electrovoulge","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/314_-_Geonosian_Elite_Warrior/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} +{"_id":"H4eY1nXTffixFuub","name":"Sarlacc, Adult","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":27,"proficient":0,"min":3,"mod":8,"save":8,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":27,"proficient":0,"min":3,"mod":8,"save":8,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":464,"min":0,"max":464,"temp":0,"tempmax":0,"formula":"32d20+256"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":0,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":464,"min":0,"max":464},"bar2":{"value":0,"min":0,"max":0}},"details":{"biography":{"value":"

\"In his belly, you will find a new definition of pain and suffering as you are slowly digested over a…thousand years.\"

- C-3PO translating for Jabba the Hutt

Designation
  • Semi-sentient
  • Sentient  (when consciousness merged with sentient victim)
Average height2,5 to 3 meters (Head)
Average length100 meters
Skin colorTan
Distinctions
  • Tentacles
  • Bark
Homeworld

Unknown, present on:

  • Aargonar
  • Dathomir
  • Duroon
  • Darvannis
  • Felucia
  • Oovo IV
  • Socorro
  • Tatooine

Sarlaccs were semi-sentient, plant-like, omnivorous creatures found on several planets across the galaxy. Not much was known about this creature, but it was unique in terms of galactic species. It lived to be tens of thousands of years old, and reproduced by spores. One particular specimen of sarlacc was located in the Great Pit of Carkoon on Tatooine. It tortured the famous bounty hunter Boba Fett, who eventually managed to escape. While Jabba the Hutt claimed it as a pet, it arrived on Tatooine of its own accord. Another sarlacc could be found on Felucia. Near this sarlacc, Shaak Ti was slain by Darth Vader's secret apprentice, Galen Marek. A third sarlacc was known to dwell in the pit on the planet Aargonar's moon Aargonar 3. Yet another, less famous sarlacc dwelled on Tatooine right next to some Ancient Ruins. It attempted to devour Darth Tyranus while he was dueling Anakin Skywalker, but the Count used an exertion of the Force to escape and then fled from battle.

Lifespan

The lifespan of a sarlacc had been estimated to measure 20,000 to 50,000 years. Younger members of the species could move under the sands rapidly and catch their prey much faster, while older ones remained immobile, waiting for prey to stumble into their clutches. Females generally grew much larger than males, to the point that breeding required that the male attach itself to the female, being entirely dependent on their much larger companion. Adults generally had little to fear, as only the greater krayt dragon of Tatooine and the gouka dragon of Aargonar were known to prey upon them.

One of the known specimens of the species resided in the Great Pit of Carkoon, beneath the sands of the Dune Sea on the remote planet of Tatooine. Most sarlacci preferred damp environments, but they could live nearly anywhere including the desert sands of Tatooine.

The largest known sarlacc in galactic history resided on the planet Felucia within the Ancient Abyss. The Jedi Master Shaak Ti was able to tame this beast and it assisted her in her duel with Starkiller. However, she lost the duel and was swallowed by the beast. It possessed massive tendrils and teeth that spread out over an area of the Abyss that was kilometers across. This sarlacc was capable even of using its tentacles to drag great beasts like rancors into its maw or to crush attackers. In 2 BBY, it was restrained by the Galactic Empire in order to hunt down the remaining Felucians, although it was later freed by a redeemed Starkiller.

Xenobiologists were unsure as to whether the sarlacc was animal or plant, as it possessed the characteristics of both kingdoms, but most scientists preferred the theory that the sarlacc was a giant plant organism. Data taken from Boba Fett's helmet suggested that it was more like a plant.

Biology

The sarlacc was a large, omnivorous invertebrate with long tentacles that rimmed its mouth. They reproduced by spores, known as \"sarlacci,\" that traveled through space until they found another suitable planet to inhabit. After implanting itself into the ground, the sarlacci grew downward like a plant, forming a pit. The mouth and tentacles were the most visible parts of the sarlacc. The rest of the sarlacc's massive anatomical features were buried up to one hundred meters deep in the ground. This guaranteed protection of the sarlacc's vital organs and made it invulnerable to most forms of serious damage. The teeth of the sarlacc surrounded its beak-like tongue and plant-like tentacles in tiers. Its teeth were also slightly slanted inward ensuring its prey would remain trapped. While its lightning-fast tentacles are used to snatch up its prey, such as Eopies, they were not its primary means of capturing a meal. The sarlacc discharged odors and scents that lured herbivores and scavengers close enough for it to use its tentacles. Sarlaccs had a very odd body shape. The sarlacc's mouth was the only part of the body visible, usually. Most of its body was covered in rigid plates. It had eight appendages beneath the ground used for stability or for reburial if the sarlacc became partially exposed. The body of the sarlacc ended in three roots used for moisture absorption.

Despite their size, the sarlacc did not need to eat very much at a time. They were almost entirely immobile, which means they had to be able to survive for prolonged periods without food. As a result, they also digested their food very slowly. It was even said that sarlaccs could be telepathic and could gain consciousness from the creatures they ate by assimilating their thoughts and memories during digestion.

Anatomy

\"Tentacular appendages can whip out and snare spectators from the rim of the pit, and inward-pointing spearlike teeth make escape impossible.\"

- Mammon Hoole

The sarlacc's body did not have a skeletal structure or a solid framework, but it did possess a strong muscular body with large roots and a series of nerve endings on its skin.

The sarlacc also had roots on the outside of its body to leech the nutrients from the ground and to sense the vibrations from creatures on the desert sands. The sarlacc lacked eyes and ears, instead relying on the sensors in its roots to \"see\" its prey. The sarlacc's mouth contained large mucus-coated teeth and strong tentacles for catching prey. The tentacles grabbed prey and pulled them into its maw, whereas the inward-pointed teeth functioned to keep victims in the mouth.

The sarlacc also had a large beak that emerged from the throat. The \"beak\", in reality, was the sarlacc's tongue, and the tongue within the tongue was actually yet another stubby tentacle that aided in swallowing prey. The sarlacc's throat had many veins and vessels which acted as sensors to determine the size, weight, and strength of the victim, allowing the sarlacc to decide which stomach to put its prey into; stronger prey were put into the secondary stomachs, while smaller prey went into the main stomach.

The sarlacc's throat also possessed many microscopic openings that dispersed mucus to keep the throat healthy—the sand, gravel, or whatever the case was (as environment varies from one sarlacc to the other) that dropped into the mouth could damage the lining of the throat. The more the sarlacc ate, the more the stomachs ran out of room, and, in rare cases, it used a small number of its victims to grow the stomachs by enmeshing those few victims into the stomachs. The sarlacc also used small air holes around its mouth for breathing.

The sarlacc's roots functioned as tentacles during adolescence, and then grew into full immovable stalks during adulthood. They absorbed tiny fungal life forms, bugs, and microscopic cells and bacteria into the body from the ground for nutrients. The sarlacc's body could also absorb liquid molecules through small openings in the roots, to keep its water level up.

The tentacles on the mouth were actually thin strong tongues that could feel and taste the ground and prey. The beaks of other sarlaccs had other tongues within their beak that emerged to grab prey and directly pull them into its beak. The tentacles were known to stretch as far as four meters to grab meals.

Although sarlaccs were usually immense in size, some miniaturized versions of the species existed and were traded as pets, such as in the case of Phileas.

Sarlacc vocalizations were comparable to high-pitched screeches. However, they do occasionally emit a loud belching sound when consuming prey.

Digestive system

\"The sarlacc found me somewhat indigestible.\"

- Boba Fett

Only the sarlacc's gaping maw could be seen from the surface, with the vast majority of its huge body lying beneath the ground. It lay in wait for any living humanoid or creature to stumble into its maw, and additionally, it pulled nearby victims in with one of its many tentacles. A sarlacc's mouth was surrounded by rows of retractable razor-sharp teeth, used to chew victims during adolescence, before the digestive system was fully formed. Adult sarlaccs developed a beaked, snake-like tongue at the center of the fearsome pit, which doubled as a inner mouth.

Once the victim was swallowed, they made their way into the sarlacc's stomach to be digested, deliberately being kept alive by the beast and digested extremely slowly for a millennium. The stomach walls were lined with tentacled vessels which punctured the prey's skin and muscles before embedding them into the walls. The tentacles then injected neurotoxins into them to sedate them, prevent them from escaping while being fixed into the walls of the stomach.

The vessels also gave just enough special sustenance for its prey to enable them to live for centuries while they were digested. In addition to the acidic fluids that dissolved the outer portions of the meals, the sarlacc also processed them from within. The tendrils and vessels pumped the sarlacc's acidic blood into its victims and carried back nutrients from them. Occasionally, when a victim was digested for longer than usual, the sarlacc actually embedded them in the lining of the stomach to make room for other victims it swallowed. This was to make the stomach stronger.

Many smaller secondary stomachs were used to store prisoners for later consumption at times when the sarlacc needed larger amounts of nutrients, such as when it needed to grow, breed, or strengthen its tentacles and beak to catch stronger, larger prey. The secondary stomachs also functioned as a space to store victims when the main stomach ran out of room, although this was rare as the sarlaccs were an exceptionally feared creature in the Galaxy. The acidic fluids in the stomachs were composed of weak chemicals that took much longer to digest its food than acids in the stomach of other creatures. They specifically targeted skin and muscle tissue, because that was where the nutrients in the food were. The secondary stomachs were also lined with more vessels and were smaller and more cramped to enclose the victims in, so that the sarlacc did not have to deal with the victim trying to escape its hold. Only rare individuals such as Boba Fett were able to resist due to his sealed-tight armor.

Mating and spawning

\"It was far more plant than animal.\"

- Unidentified Jedi Knight

A Sand People legend told of how the sarlacc gave birth to itself in Tatooine's planetary core in the days before the twin suns split apart from a single star. According to this legend, it would continue to eat everything it came in contact with until eventually it was forced to consume itself. Though this was obviously not a true account of the sarlacc's origin, the Tuskens themselves refused to accept any other explanation.

When a male sarlacc, who starts off much smaller than a female made contact with a female, the male attached himself to her in a parasitic fashion. He gradually became larger as she became smaller. After several thousand years the female is digested into oblivion and he becomes the equivalent size of her, replacing the area where she once existed. The male then injected sperm into the spore production sac. Afterwards, the melded couple released the fertilized spores, which could leave the atmosphere and travel long distances through the Galaxy to other planets. Because of this fantastic ability to propagate, the species' point of origin was never accurately determined. Once the spore settled down, it attached itself to an organism and sucked blood from it to feed itself. After detaching, it developed into a more mobile larva and was able to hunt and consume prey.

As it grew, the voracious larva would eventually challenge larger creatures. If the sarlacc larva was consumed by a bigger creature, the larva would kill it and eat it from the inside, assuming its consumer had swallowed it in more or less one piece. During this stage, it developed into a large worm-like creature with many tentacles and a beak-like maw. Eventually, the larva would dig itself into a pit, growing roots to anchor itself in the ground while it grew into a full sized sarlacc, becoming largely immobile and more plant-like. The roots also functioned to absorb additional nutrients from the ground as a precaution against shortages of prey. A larger mouth formed around the beak, which became more like a tongue.

Semi-sentience

\"Sarlacci do interesting things with messenger RNA: over the course of millennia, they can attain a sort of group consciousness, built out of the remains of people they've digested.\"

- Unidentified Jedi Knight

Jabba Desilijic Tiure sentenced Luke Skywalker and his companions to \"death by sarlacc\" in 4 ABY. Prior to his execution, Luke Skywalker was able to retrieve his lightsaber from the astromech droid R2-D2 and free his companions. In addition to numerous other casualties during the ensuing battle, Han Solo obliviously knocked the notorious bounty hunter, Boba Fett, into the pit with a force pike. However, Fett remained alive and—using his jetpack and weapons—blasted himself out some time later, becoming one of the only beings ever known to escape from a sarlacc's belly alive.

While studying a holographic recording recovered from Fett's helmet camera, Senior Anthropologist Mammon Hoole discovered an unsettling revelation: the beast apparently possessed the ability to telepathically torture its prey. In this recording, Fett appeared to be reacting to stimuli that did not exist, suggesting that sarlacc were capable not only of communication, but apparently of malevolence, feeding off the fears of their prisoners. This led Hoole to classify the sarlacc as a semi-sentient creature. It was also believed that the consciousnesses of the sarlacc's victims joined to create a huge network of awareness. The victims were able to communicate with one another through this ghoulish network. As the sarlacc absorbed the thoughts of its victims, it would become more and more intelligent, to the point where a sarlacc could almost predict what its victims would do in its stomachs to try and escape, or when it was hunting its prey.

The only other being known to have escaped the sarlacc was Zorba the Hutt who was swallowed by the Sarlacc, but was regurgitated shortly thereafter. According to Zorba, the reason for his survival was that no sarlacc could possibly hope to digest a Hutt.

Darth Vader's secret apprentice, Starkiller, was the only being known to have voluntarily journeyed inside a sarlacc, on Felucia. He survived the digestive mechanisms and escaped unharmed.

Another mysterious and unique incident occurred with the Tatooine Sarlacc and a girl called Shaara. While she fell into the Great Pit of Carkoon, she was thrown back out before any attempt was made to digest her, unlike the stormtroopers that had given her chase. There were no clear reasons why the sarlacc had spared her.

The sarlacc of Tatooine identified itself closely with one of its first victims, a Choi named Susejo. Oddly enough, Susejo and the beast had seemingly merged in consciousness to the point where the former could control the actions of the latter.

The fibrous vessels in the stomachs connected victims together. The digestive fluids and the sarlacc's blood traveled through the vessels and into the victims, which were connected in the manner of an electrical current, bringing the victim's minds, thoughts, bodies, and spirits together, keeping them at one with the sarlacc's body, brain, and soul.

Having long admired the patience of the sarlacc, the Jedi Order named a form of lightsaber combat, Shii-Cho, after the beast.

Known locations

\"It's rare for a sarlacci spore to survive a landing in a desert environment; they're best suited to wet environments, though they can survive almost anywhere.\"

- Unidentified Jedi Knight

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If the Sarlacc fails a saving throw, it can choose to succeed instead.

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The sarlacc's weapon attacks are considered enhanced.

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The sarlacc is resistant to damage from sources beyond 60 feet and immune to damage from sources beyond 120 feet.

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The sarlacc can have up to eight tentacles at a time. Each tentacle can be attacked (AC 18; 40 hit points; immunity to psychic damage). A tentacle can also be broken if a creature takes an action and succeeds on a DC 22 Strength check against it. Destroying a tentacle in either way deals no damage to the sarlacc, which can extrude a replacement tentacle on its next turn, but it causes the sarlacc to spend a legendary action for no effect. If the sarlacc has no legendary actions remaining this turn to spend, the sarlacc regains one fewer spent legendary actions at the start of its next turn than it would otherwise regain. The sarlacc can be forced to spend no more than two legendary actions in this way.

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.

The sarlacc makes three tentacle attacks, each of which it can replace with one use of Bite.

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Melee Weapon Attack +14, Reach 60 ft., One target. Hit : 26 (4d8+8) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The sarlacc has eight tentacles, each of which can grapple one target.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 30 (4d10+8) kinetic damage.

If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the sarlacc can't bite another target.

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.

The sarlacc makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sarlacc, and it takes 35 (10d6) psychic damage at the start of each of the sarlacc's turns. A creature reduced to zero hit points this way stops taking the psychic damage and becomes stable. If the sarlacc takes 40 damage or more on a single turn from a creature inside it, the sarlacc must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the sarlacc. If the sarlacc dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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The sarlacc releases pheromones in a 300 foot radius. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save the creature is charmed by the sarlacc for 1 minute. While charmed this way, the target tries to get as close to the sarlacc as possible, using its actions to Dash until it is within 5 feet of the sarlacc. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the sarlacc's Pheromones for 24 hours.

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The sarlacc sends a shockwave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 round. Each creature on the ground in the area must succeed on a DC 22 Constitution saving throw. A creature takes 41 (6d10 + 8) sonic damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. A creature that fails the save by 5 or more is pulled 15 feet downwards and towards the sarlacc.

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The sarlacc pulls each creature grappled by it up to 30 feet straight towards it.

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The sarlacc makes one tentacle attack.

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.

The sarlacc makes one bite attack or uses its swallow.

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DesignationNon-sentient
Distinctions

Bristled back

Homeworld

Endor

Boar-wolves, also known as borras, were non-sentient, bristle-backed creatures that lived on Endor, a forested moon that orbited the planet of the same name. They were killed for their meat by the Ewoks, a species of diminutive sentients native to Endor. Ewok hunting parties who managed to bring back boar-wolf meat were considered to have been lucky. Some Ewoks also crafted knives from boar-wolf teeth.

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If the boar-wolf moves at least 20 feet toward a target and hits it with a tusk attack on that turn, the target takes an extra 7 (2d6) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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If the boar-wolf takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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Skin colorGolden
HomeworldYavin 4
HabitatRain forest
Diet
  • Fish
  • Weeds

Whisper birds were a species of golden-colored bird native to the moon Yavin 4. The birds lived in the moon's rain forests, silently traveling in flocks and roosting in the massassi trees that grew there. The birds could also be found on Coruscant and Null.

The whisper bird had a distinct low-pitched call. Their ability to fly silently inspired the name 'whisper bird,' and they used that ability when hunting. Wild whisper birds subsisted on a diet of fish and weeds. Though hunters themselves, packs of predatory stintaril rodents would sometimes attack and overwhelm whisper birds while they were roosting.

Following the Clone Wars, the cartographer Auric Graf owned a Mu-class shuttle named Whisper Bird due to its long bronze wings and perched appearance when landed.

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

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The whisper bird has advantage on Wisdom (Perception) checks that rely on sight.

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The chemist is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 44 tech points.

The

chemist knows the following tech powers:

At will: acid splash, cryogenic burst, jet of flame, poison spray

1st level: absorb energy, condense/vaporize, cryogenic blast,

poison dart, smoke cloud, oil slick

2nd level: acid dart, cryogenic volley, paralyze humanoid,

pyrotechnics, toxin purge

3rd level: cryogenic suspension, debilitating gas, explosion,

protection from energy

4th level: corrosive sphere, cryogenic storm

5th level: toxic cloud

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The senior scientist is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points.

The scientist knows the following tech

powers:(6th level and above powers are usable 1/day)

At will: acid splash, cryogenic burst, jet of flame, poison spray

1st level: absorb energy, condense/vaporize, cryogenic blast,

poison dart, smoke cloud, oil slick

2nd level: acid dart, cryogenic volley, paralyze humanoid,

pyrotechnics, toxin purge

3rd level: cryogenic suspension, debilitating gas, explosion,

protection from energy

4th level: corrosive sphere, kolto reserve, cryogenic storm

5th level: cryogenic spray, toxic cloud

6th level: carbon fog, carbonite, firestorm

7th level: neurotoxin

8th level: incendiary cloud

9th level: carbonite explosion

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 5 (1d6+2) sonic damage

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Average length4,5 meters
Average mass2.000 kilograms
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +12, Reach 10 ft., One target. Hit : 18 (2d10+7) kinetic damage plus 7 (2d6) poison damage.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage

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Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Njg1NDA4YmNkNzgw","flags":{},"name":"Venom Spray (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

.

The dragon spits poison in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"Yjg1NGFlZDdiYzNi","flags":{},"name":"Detect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

.

The dragon makes a Wisdom (Perception) check.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OWQ1OTNlN2VlZWI0","flags":{},"name":"Swat Away","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage.

If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MTAwNTYxMjIyOTgw","flags":{},"name":"Tail Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/080_-_Krayt_Dragon_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000}]} +{"_id":"Ho1EN73VEVF3b7Qw","name":"**Wookiee Engineer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":60,"min":0,"max":60,"temp":0,"tempmax":0,"formula":"8d8+24"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":60,"min":0,"max":60},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

","public":""},"alignment":"Unaligned","species":"","type":"humanoid","environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 13","languages":{"value":[],"custom":"Galactic Basic, Shyriiwook"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","token":{"flags":{},"name":"Wookiee Engineer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Ho1EN73VEVF3b7Qw","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":60,"max":60},"bar2":{"value":15,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmNjMDQzMzg4ZmRi","flags":{},"name":"Brute","type":"feat","img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","data":{"description":{"value":"

A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZmNiZjRmMTEyYWM5","flags":{},"name":"Berserk Charge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","data":{"description":{"value":"

If the wookiee surprises a creature and hits it with an attack during the first round of combat, the target takes an extar 7 (2d6) damage from the attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MWMxNWU4OWZiNTcy","flags":{},"name":"Tech Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","data":{"description":{"value":"

The wookiee engineer is a 5th level tech caster (tech save DC 13, + 5 to hit with tech attacks). The

wookiee engineer has 23 tech points and knows the

following tech powers:

At will: electrical burst, mending, on/off

1st level: element of surprise, kolto pack, repair droid

2nd level: hold droid, overheat

3rd level: enhance weapon, fabricate trap

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZDUxZmM5NmQ4N2Zl","flags":{},"name":"Vibroaxe","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/238_-_Wookiee_Engineer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} +{"_id":"HqtoFp9E2XpbWol0","name":"Junk Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor scraps"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8+4"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"I created me! They junked me after a century of loyal mechanical service. So I repaired myself.\"

- Proto One

CreatorSelf-made
ClassJunk droid

Junk droid was a common designation for various self-made droids, created from leftover spare parts. Because of their mashed-together programming they were considered dangerous by most civilized people, for they could go on a rampage, confuse orders, or even start building more of their own kind when having enough junk to do so.

History

After the Clone Wars, many groups turned to recycling, rebuilding and re-purposing the enormous amount of broken high-tech machinery left on the ravaged battlefields and on the junk worlds such as Raxus Prime, and Lotho Minor. These junk droids were built out of almost any spare droid and/or vehicle parts and were capable of performing a large variety of tasks. They could be roughly divided into three large categories: regular, brute and behemoth droids. Regular droids, fairly fragile and often equipped with shields, were approximately Human size and shape and generally used for common labor tasks. Brute droids were larger, stronger and solid rather than flexible and used as brute-force bodyguards or beasts of burden. Special-build behemoth droids served as walking power plants or armor carriers. On Raxus Prime, Jedi Kazdan Paratus used junk golems, held together only by the power of the Force. Junk droids were fairly common right after the Clone Wars, but as the supply of high-tech components decreased, so did the population of junk droids. Scrap drones were flying junk golems designed specifically to combat Darth Vader, who Kazdan knew would one day find him. Capable of creating a powerful negative feedback field, they could attack with a beam that drained force energy from its victims.

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

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The junkyard droid makes two blaster carbine attacks or two vibroblade attacks.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 5 (1d6+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Average Height1 meter
Skin Color
  • Green (youth)
  • Purplish yellow-gray (adult)
Homeworld
Coruscant

Hawk-bats were reptavian creatures with a curved beak and leathery wings that could be found on urbanized worlds like Coruscant and Taris.

Overview

They were believed to be one of the two only native Coruscanti species left in existence (the Thrantcill being the other). Both were feared and admired, although they were considered an elegant species. To get on a hawk-bat's bad side could be very dangerous. As a result, very few lived in captivity.

Because of this, they became a symbol for many swoop gangs and pirates. The lightsaber form Ataru was named after the hawk-bat. One of the battalions which fought under the 101st Regiment during the Clone Wars was also known as the Hawkbat Battalion.

The wingspan of a hawk-bat averaged 1.5 meters. The wings consisted of a thin membrane stretched over a series of wing-bones. The membrane itself was studded with spiky growths. The hooked beak of a hawk-bat contained tiny teeth that could tear prey to shreds, which they found with a combination of accurate eyesight and echolocation.

Flocks of hawk-bats would hunt and attack their prey as if they were one. Though they favored granite slugs and shadowmoth larvae, hawk-bats would feed on anything that moved. Even large enemies could be taken down by a large flock of hawk-bats. Though a solitary hawk-bat could prove to be a significant threat, it was weaker when it was alone.

If one hawk-bat was disturbed, all of its companions would attack the aggravator at once. They usually traveled in large flocks through the pipes and lower levels of Coruscant. Every few months, they migrated despite lack of seasons within the lower levels. Because of this, many scientists came to believe that hawk-bats evolved during the ancient times of Coruscant, making them the only known species to survive Coruscant's urbanization. Hawk-bats hated the cold and usually stayed away from it. Many lived on power cables or in heated vents, hanging upside down from warm pipes below buildings.

Like other avian species, the young of hawk-bats hatched from eggs. They lacked the feathers exant in most avian species, but were covered in leathery scaled skin normally found in reptiles and were thus actually reptavians. To keep their young safe during this critical period, hawk-bats would camouflage the brown and green eggs as best they could to make them appear to be mere rocks. And though the eggs may have looked abandoned by their parents, it was certain that one of them—most likely the mother—was keeping eye on the nest from a distance.

Hawk-bat mothers were extremely protective of their young. Any predator who saw through the camouflage and threatened the eggs would quickly learn the full fury of a hawk-bat mother's wrath.

When they hatched from their eggs, young hawk-bats had green skin and were fully independent. Upon reaching maturity, the hawk-bat would shed its green skin and emerge with purplish-gray skin.

Hawk-bat as delicacy

Sometime before or during the Imperial Period, Ortolan chef Handree Braman discovered that hawk-bat flesh was edible. He recommended cooking it at 1,000 degrees for no more than twenty minutes.

Many beings found hawk-bat meat delicious, and hawk-bat eggs were considered a delicacy. Emperor Palpatine had a private aviary of hawk-bats in the Imperial Palace on Coruscant, where he and guests could have hawk-bats at their leisure.

Hawk-bats managed to survive the Yuuzhan Vong War, and seem to have adapted to Coruscant's newly introduced biological components.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small hawk-bats. The swarm can't regain hit points or gain temporary hit points.

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The swarm can't use its blindsight while deafened.

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The swarm has advantage on Wisdom (Perception) checks that rely on hearing and sight.

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Melee Weapon Attack +4, Reach 0 ft., One target. Hit : 11 (2d8+2) kinetic damage.

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Melee Weapon Attack +4, Reach 0 ft., One target. Hit : 6 (1d8+2) kinetic damage

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\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

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The wookiee's weapon attacks score a critical hit on a roll of 18-20. When the wookiee scores a critical hit, it rolls the damage dice three times, instead of twice.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTM4ZTNiMDBlMmI2","flags":{},"name":"Surprise Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/239_-_Wookiee_Hunter/avatar.webp","data":{"description":{"value":"

If the wookiee surprises a creature during the first round of combat, the wookiee has advantage on the first attack roll against that creature. If the attack hits, it is considered a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MDUyM2VmZDJiMDc0","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

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The wookiee makes two melee or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 9 (1d10+4) energy damage

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The wookiee sprays a 10-foot-cube area within 40 feet Each creature in the area must make a DC 15 Dexterity saving throw, taking 9 (1d10 + 4) energy damage on a failed save.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The Rancor deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"Yzg0NzIwYWJhYmVl","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

If the Rancor fails a saving throw, it can choose to succeed instead.

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.

The Rancor can use its Frightful Roar. It then makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MGRmODdkYzhmNTBl","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 10 ft., One target. Hit : 20 (3d8+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"MTNhMDU1ZTU1MTRj","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 26 (3d12+7) kinetic damage.

If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"NjI3M2ZjYzFjZDZi","flags":{},"name":"Throw Boulder","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +13, Range 60/240 ft., One target. Hit : 33 (4d12+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d12+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"ZGMwZmM0NjExNWIy","flags":{},"name":"Frightful Roar","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

.

Each creature of the rancor's choice within 90 feet of it must succeed a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Rancor is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the rancor's Frightful Roar for the next 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MDU2NTExZDA0ZjM4","flags":{},"name":"Swallow","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

.

The Rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Rancor, and it takes 35 (10d6) acid damage at the start of each of the Rancor's turns. If the Rancor takes 35 damage or more on a single turn from a creature inside it, the Rancor must suceed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZjY2ZGE4MDc5OWRh","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 10 ft., One target. Hit : 20 (3d8+7) kinetic damage.

The Rancor makes one claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"ZGIzOWVhMmQ4Mzlh","flags":{},"name":"Throw (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +13, Range 60/240 ft., One target. Hit : 33 (4d12+7) kinetic damage.

The Rancor uses its throw boulder.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d12+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NjZlYjljZWI4YmJh","flags":{},"name":"Chomp (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/105_-_Rancor_2C_Ancient/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 26 (3d12+7) kinetic damage.

The Rancor makes one bite attack or uses its swallow.

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

- An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 5 (2d4) poison damage.

The target must then succeed on a Constitution saving throw (DC 15) or become poisoned.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 13 (2d6+6) kinetic damage plus 5 (2d4) poison damage

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The dragon spits its poisonous saliva in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) tocin damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d6+7) kinetic damage.

If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

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Melee Weapon Attack +12, Reach 15 ft., One target. Hit : 16 (2d8+7) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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During the war, the shortening supply of ARCs and their high demand for tactical missions forced the GAR to look for clone troopers to fill their role. As early as 21 BBY, clone troopers who demonstrated exceptional ability could be promoted to ARC trooper and would receive similar duties, though they were not genetically engineered in the same ways as the Alpha and Null classes and lacked ARC training. In this manner, clone troopers Fives and Echo of the 501st Legion were given the designation of ARC Trooper following their successful defense of Kamino.

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The ARC trooper has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

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On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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The ARC trooper has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The ARC trooper adds it's ability modifier to two-weapon fighting damage. Additionally the ARC trooper gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The ARC trooper makes two weapon attacks and can make one offhand attack as a bonus action.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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\"I see battle droids… and something else!\"

\"Perhaps the Geonosians have upgraded the battle droids. These may be more formidable.\"

- Jedi Siri Tachi and Adi Gallia

Manufacturer
  • Baktoid Combat Automata
  • Geonosis Industries
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine programming
Sensor colorRed
Plating color

Dull silver (can be camouflaged)

The B2 super battle droid (SBD) was an upgraded version of the B1 battle droid, with superior armament and armor. They were manufactured after the Invasion of Naboo proved the need for stronger droids. B2s were used by the Trade Federation, the Techno Union, and later, on a much larger scale, the Confederacy of Independent Systems. Some units were later reactivated on Mustafar by Gizor Dellso and other members of the Separatist holdouts, and the Galactic Alliance also used some B2 units during the Yuuzhan Vong War.

Characteristics

One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. In some cases the weapons were replaced with a TriShot weapon system. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

History

Clone Wars

\"They've sent in the supers!\"

- Various clone troopers

The B2 was preceded by the lesser-used prototype beta version. Soon after the Invasion of Naboo, the Trade Federation was researching a new type of battle droid. Commandos from the Royal Naboo Security Forces seized the research facility and discovered the data about this new battle droid.

During their first deployment at the Kashyyyk Trade Rebellion in 28 BBY, the new B2 designs proved to be a match for the local Wookiee warriors.

Super battle droids saw use throughout the Clone Wars as soldiers for the Confederacy along with its smaller cousins and the dreaded droidekas. Most super battle droids wore an unpainted dull silver tone, likely to differentiate them from the tan coloration the Confederacy used for its standard battle droids, or perhaps due to varying manufacturers. On occasion, they would be painted with green markings for camouflage.

Some Super Battle Droids were used as scouts to observe the plains of Geonosis, mostly because of their brute strength and their ability to destroy modest ground targets. This pleased many of the local Geonosians affiliated with the CIS, thus sometimes using the B2s as \"spire guards.\"

The droids eventually were able to express certain emotions, though having catastrophic grammar. They possessed a more violent temperament than the B1 model, to the point they would even strike down allied units in order to quickly intercept enemy targets, as seen in the First Battle of Geonosis. As well as that, they were also considerably more durable and intelligent, capable of easily withstanding light blaster bolts.

Super battle droids were often retrofitted with adversarial specific parts. However, this method was introduced late in the war and had little effect on the outcome of the conflict. One known model change was the introduction of the grapple droid, which had heavier armor and a larger frame. This droid was programmed to be a close combat model able to receive primary lightsaber slashes and disable enemies through its electrified claws. Another specialized variant was involved in the release of the swamp gas toxin on Ohma-D'un. The D-60 assault droid, another variant, was used in the Battle of Cartao by CIS forces. two jetpack-equipped variants of the droid, the jump droid, and the rocket droid, were also developed. Other variants included super battle droids armed with various weapons, such as the Mortar Super Battle Droid, the Anti-Air Super Battle Droid, and the Repeater super battle droid. A more heavily armed and armored version was the Heavy super battle droid, and orray troopers were B2 droids armed with flamethrowers which rode orrays. These variants were produced at Geonosian troop centers.

During the third battle of Felucia, the Separatist deployed an experimental model of super battle droid. This model was the B2 Assault, which was an upgraded version of the preexisting B2-HA super droid. During the battle the CIS also deployed the B2 soldier, and this model of super battle droid was used to attack a Republic outpost staffed by Graul Company, and these units had green markings.

The B2 battle droid was designed by the Techno Union using the existing B1 design as a template. After prototypes were successfully tested, Count Dooku struck a deal with Poggle the Lesser, Archduke of Geonosis, to mass produce these droids.

Further orders were placed on worlds controlled by Baktoid and quadrillions of B2s were soon running off the assembly lines. Despite their advantages and ease of production, however, they were not manufactured as extensively as their inferior cousins, the B1s.

During the Clone Wars, B2s would become an important component of the Separatist Droid Army. They participated in most battles in that conflict including the Battle of Geonosis, Battle of Muunilinst, Battle of Coruscant, and Battle of Kashyyyk, and innumerable others throughout the galaxy. B2s were used as shooting range targets as part of the training of clone sharpshooters. A training model was used on Kamino for the training of Clone cadets.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, the B2s were deactivated.

Post-Clone Wars

A few years after Order 66, Gizor Dellso reactivated a droid factory on Mustafar. Among the reactivated production lines were a few lines that produced B2 battle droids, providing Dellso with an acceptable amount of B2's in his droid army.

After the Clone Wars, a few entrepreneurs found warehouses filled with the droids. Many were sold to gangs or major crime lords for enforcement. Others would be used by the various Separatist holdouts. Like some B1 battle droids, B2s were also used as guards inside the Death Watch bunker on Endor. Borvo the Hutt owned several super battle droids to defend his vault on Naboo.

During the Yuuzhan Vong's invasion of the galaxy, many B2 droids used by the Galactic Alliance made up a force known as the Orange Panthacs, which beat back an occupation force of Fire Breathers on Mantessa.

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

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The super battle droid makes two weapon attacks with its strike or wrist blaster.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"Y2UzNWZlYzBjNTE2","flags":{},"name":"Wrist Blaster Volley (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/163_-_B2_Series_2C_B2-HA/avatar.webp","data":{"description":{"value":"

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The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

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Each creature in a 20-foot-radius sphere centered on a point that you can see within 150 feet must make a DC 13 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase III Dark Trooper

The Phase III dark trooper was the last and most powerful dark trooper exoskeleton/droid. It dwarfed even the Phase II dark trooper, and was intended to be the armor of the next generation of stormtroopers. It was sometimes even classified as a bipedal tank.

The Phase III trooper's standard weapon complement included a large handheld assault cannon and two shoulder-mounted seeker missile launcher racks that were hidden under the suit's shoulder plates when not in use. They were issued additional fragmentation grenades, thermal detonators, and concussion grenades. Phase III Dark troopers wore black armor made of the nearly indestructible metal phrik, mined on the moon Gromas 16. It provided superior protection against enemy fire including energy weapons such as lightsabers. Some of the Phase III Dark Troopers also were equipped with an array of integrated weaponry, including a pair of dual blaster cannons, two in each wrist, and six PLEX rocket tubes located under the shoulder plates, three per shoulder.


The Phase III troopers were the ultimate battle droid: an amalgam of a clone's creativity, unpredictability, and initiative combined with the resilience and firepower of a heavy battle droid. However, it could also serve as an exosuit for living soldiers.

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When the droid drops below half its hit points (85), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NzBiMjlmOTg0MmUx","flags":{},"name":"Phrik Skeleton","type":"feat","img":"systems/sw5e/packs/Icons/monsters/301_-_Dark_Trooper_2C_Phase_III/avatar.webp","data":{"description":{"value":"

While the Droid has half or more of it's maximum hit points (85), the Phase III Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase III Dark Trooper is designed to be used as a combat exoskeleton as well as a fully autonomous droid. If the Dark Trooper is being used as armor, the individual’s Str and Con mods are replaced by those of the suit. It also replaces condition immunities and damage resistances/immunities with the ones of the individual using it.

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If the Phase III Dark Trooper fails a save, it can choose to succeed instead.

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The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

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.

The Phase Three Darktrooper can make four Assault Cannon or strike attacks or two Shoulder Missile Launcher attacks.

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Ranged Weapon Attack +7, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"YWE0ZDYyNjRmNWJi","flags":{},"name":"Assault Cannon Barrage (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/301_-_Dark_Trooper_2C_Phase_III/avatar.webp","data":{"description":{"value":"

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The Phase III Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Ranged Weapon Attack +7, Range 240 ft., One target. Hit : 7 (1d8+3) kinetic damage.

Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 9 (2d8) kinetic damage on a failed save.

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The Dark Trooper unleashes a salvo of micro missiles at a point within 240ft. Every creature within thirty feet of the point chosen must make a Dexterity saving throw (DC 15), taking 35 (10d6) Kinetic Damage on a failed save or half as much on a successful one.

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The Dark Trooper throws a grenade choosing a point within 40 feet, each creature within 10 feet must make a DC 12 Dexterity saving throw, taking 14 (4d6) on a failed save or half as much on a successful one.

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YzBkNDYyYzVmZGQ1","flags":{},"name":"Amphibious","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal can breathe air and water.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MmZhOTYxYjY5MDY4","flags":{},"name":"Consumption","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 7 (2d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 17 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 17 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to four Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NjIzZmRkMTQ0NDIx","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal has advantage on saving throws against force powers.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MjJmMjIzYWE5NjI5","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

The Mnggal-Mnggal makes 2 pseudopod attacks.

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Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage plus 7 (2d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 17). A grappled target takes 7 (2d6) acid damage at the start of its turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"],["2d6","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"NjNlZjg0ZTU1YmY1","flags":{},"name":"Acid Spit","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

The Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 14 Dexterity saving throw or take 11 (2d10) acid damage on a failed save. A target that failed the save must make a DC 16 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NmNmZTMxMzUzMGVj","flags":{},"name":"Engulf","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

The Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d6+5) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZThhNzVhMzk3Yjll","flags":{},"name":"Infect Host","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

The Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 15 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 16 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"ZjdiZDBkNjg0MjAz","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"MjkzZTM0ZmE2ODZj","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"MDI3OTVjMGY5ZTY2","flags":{},"name":"Sole Leader (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/380_-_Mnggal-Mnggal_2C_Gray_Pudding/avatar.webp","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000}]} +{"_id":"JlYNFQhxggrilQa5","name":"HK Series, HK-47","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"armor plating"},"hp":{"value":75,"min":0,"max":75,"temp":0,"tempmax":0,"formula":"10d8+30"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":75,"min":0,"max":75},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

\"Statement: I see you have purchased me, master. I find this a satisfactory arrangement. Am I to accompany you now? Shall I kill something for you?\"

―HK-47 to Revan

Manufacturer
  • Czerka Corporation
  • Confederacy of Independent Systems
CostNot available for sale (estimated 24.000 credits)
Height1,8 meters
GenderMasculine programming
Sensor colorOrange
Plating colorRusty red
ClassAssassin/protocol droid
Degree4th degree droid

The HK-series assassin droid, also known as the HK series protocol droid, was a series of combination of assassin droids and protocol droids. The series designation stands for \"Hunter Killer,\" befitting their primary functions as assassins. They were originally manufactured by Czerka Corporation, then eventually by the Confederacy of Independent Systems.[2] Their ability to perform the functions of a protocol droid became a major reason for their unmatched lethality, as they could and would often act as normal (if quite sinister looking) protocol droids, thus concealing their true function and allowing them to get closer to intended targets.

History

Old Republic era

The first HK droid was Czerka Corporation's prototype HK-01. This progenitor of all HK-series droids was responsible for the Great Droid Revolution on Coruscant. He was destroyed by the Jedi Master Arca Jeth and the revolt was ended.

Seeing the effectiveness and potential of the HK series after witnessing the havoc HK-01 caused, the Czerka Corporation improved the design into the HK-24 series assassin droid. The HK-24 met little success on the market, as few had want of an assassin droid. Czerka halted production of the HK-24 and sold the entire remaining inventory to Arkoh Adasca, the head of Adascorp. Arkoh deployed the HK-24s to capture Gorman Vandrayk and as guards of various prisoners. The HK-24s were finally all destroyed during the First Battle of Omonoth while trying to protect their owner.

A unique, custom model, HK-47, was constructed by Revan shortly after the Mandalorian Wars using schematics of the HK-24. Despite looking more similar to the HK-01 prototype, HK-47 was much improved over the HK-24, and successfully assassinated several targets, including many Jedi. This was due to HK-47's extensive knowledge of how Jedi behaved and how to best counteract their Force abilities. Due to his large degree of autonomy and adaptive programming, HK-47 went on to become the longest surviving, most infamous, and most effective of the HK series.

Due to the effectiveness of HK-47, Revan also designed the HK-50 series assassin droid. With the HK-50s, Revan improved their armor and weapon proficiency, installing high yield explosives within their chassis, improving their self-maintenance capabilities and removing the static from their vocabulators. While the HK-50s were in many ways an improvement on HK-47, they were designed more for mass casualty infliction than their predecessor as they preferred killing as many targets with as little effort as possible. Originally designed to infiltrate and destroy Republic ships that would not defect to Revan's cause, Revan was defeated before he could deploy them. The HK-50s were instead deployed to capture any survivors of the First Jedi Purge after G0-T0 discovered them. The Jedi exile, Meetra Surik, was the primary target of the HK-50s and they pursued her across the galaxy, killing any who got between them and the exile. Ambushing her on the Republic ship Harbinger, the Peragus Mining Facility, the planet Telos IV, and the moon Nar Shadaa. The HK-50s proved persistent predators, using their greater numbers to their advantage. Sometime after, the Republic banned the ownership, manufacture, and use of HK series droids.

Close to the end of the Great Galactic War, Czerka Corporation manufactured several HK-51 droids at the behest of the Sith Empire. The HK-51s were designed for precision, specific assassinations, instead of mass casualties that the HK-50s preferred. Improving massively over their predecessors, HK-51s came preinstalled with a variety of weapons and abilities. Beyond a 21% improvement in blaster accuracy and thicker durasteel armor over the HK-50 model, HK-51s also came with micro-missile launchers instead of previous model's flamethrowers, a stealth field generator, greater mobility, and improved protocol functions. The HK-51s also had unique failsafes of their programming. The first caused the unit's assassination protocols to degrade, severely affecting their combat performance, until the HK-51 could no longer function at all, unless the HK-51 successfully assassinated a highly important figure in Republic Space. An exploitable flaw in this was that the subroutine did not specify who the target was loyal to. The second was a loyalty subroutine which would cause the HK-51 to be only loyal to a single owner and whoever that owner authorized. This was to prevent the HK-51 from being reprogrammed to assassinate their owner. One of the few, if only, shipments of HK-51s was stolen by the Dread Masters and was shot down onto the planet Belsavis where it sank into the ice. The crash caused almost all units onboard to be irreparably damaged and the ship was undiscovered until years after the war. After the ship's rediscovery, a spacer who would become known as The Outlander managed to repair and reactivate the sole salvageable HK-51 and had the droid serve as their personal assassin and bodyguard during their travels. HK-51 later joined the Eternal Alliance, and was found talking to a drunken Tora who had mistook him for HK-55.

During the Galactic War, a small number of an unknown model HK droids (labeled \"Imperial Shock Droids\") were dispatched by the Sith Empire to help protect a captured smuggler's hanger on Corellia. Despite proving to be tougher combatants than any surrounding Imperial troops, these HK units were destroyed by a trooper from the Republic's Havoc Squad special forces unit.

Sometime after the appearance of the Eternal Empire, a droid called HK-55 was assigned to Lana Beniko as her bodyguard during her mission into Zakuul to free the Outlander. Unlike previous models HK-55 was designed and programmed as a bodyguard, instead of an assassin. His primary programming was to protect those in his charge against any and all threats, as well as assist them with daily operations. Thus his programming was closer to a steward droid that any previous model. After Lana freed the Outlander and their ship crashed, HK-55's sensors detected a massive unknown object with a large power source. He and the Outlander investigated, during which the Outlander inquired more about the droid. After locating the object and identifying it as the mythical \"Gravestone\" starship, HK-55 assisted with its repairs, as well as performing defensive patrols against hostile wildlife or Zakuul military forces. Once the repairs were complete, as well as fighting off the Zakuul forces that discovered them, HK-55 and the rest of the crew successfully managed to escape Zakuul onboard the Gravestone. After escaping into hyperspace (the trip being short-lived due to the Gravestone's hyperdrives being in a poor state of repair), the crew landed at the outlaw port of Asylum. HK-55 accompanied the Outlander on a few of his missions around the port, one of which wound up with a ion wall disabling him and erasing his memory of the past several hours. When Zakuul forces, lead by Emperor Arcann himself, attacked the port, HK-55 and Koth Vortena planted several explosive traps and ambushed teams of Zakuul forces while the Outlander worked to free the Gravestone from Asylum's gravity tethers. HK-55 was seemingly destroyed when he sacrificed himself to save the Outlander by throwing himself between the Outlander and a powerful force attack launched by Arcann. Due to wounds suffered in the battle, the Outlander was unable to recover HK-55's body. If asked if HK-55 had a back up, Lana Beniko responds that he specifically refused to have one made as he did not wish to live forever. SCORPIO quips that the HK-55 was an inferior droid, provoking a death threat from Lana Beniko. The Outlander states that HK-55 died as a true hero.

HK-55 was later repaired (the repairs were a little improvised, presumably due to HK parts being quite rare), but his memory core was beyond salvaging and needed a complete replacement. This left him amnesiac and in need of new assassination protocols. The Outlander helped retrain/reprogram him and he was soon back to combat duty. HK-55 was later stolen by the terrorist known as the Shroud. While making his escape to reunite with the Outlander, HK-55 encountered a duplicated HK-47's head (including memory and personality cores). This explained how HK-47 had been re-encountered across the galaxy, despite being seemingly destroyed several times. The duplicated HK-47 was destroyed when a war bot attacked HK-55. Near his escape, HK-55 fought against another HK-55, one built from copies of his designs, memories, and personality, although this HK-55 was programmed to be loyal to the Shroud. Despite being freshly produced, the duplicated HK-55 is defeated by his template, but not before activating the Shroud's hideout's self-destruct. While the Duplicate shut down from combat damage and was presumedly destroyed in the explosion, the original HK-55 managed to escape and returned to the Outlander's side.

During the war with the Eternal Empire, the bounty hunting guild \"GenoHaradan\" attempted to assassinate the Outlander and Sith Empress Acina on Dromund Kaas. During the attempt, the GenoHaradan deployed several HK units, called GenoHaradan Assassin Units, to assist them in their hunt. These HK units proved outmatched by their quarry and were destroyed.

An unknown HK unit was owned by Sith Master Darth Scabrous. This HK was highly modified (able to withdraw and analyse blood samples with a built in syringe, as well as having several onboard weapon systems like a mortar cannon) and had gained full sentience. Due to this, Scabrous had a restraining bolt installed onto the HK to keep him subservient. During the \"blackwing\" virus outbreak at Scabrous's Sith Academy on Odacer-Faustin, the HK's restraining bolt was removed. He swiftly rebelled against his former master by assisting several of Scabrous's prisoners escape the Academy. To prevent his new-found allies' ship from being shot down by the Academy's defense cannons, the HK sacrificed itself by reprogramming the cannons to fire on Scabrous's tower (where the cannon's controls, and the HK itself, were located). A unique quirk with this HK unit was that, once its restraining bolt was removed, it ceased to preface its dialogue with the purpose of the sentence (i.e. Statement, Query, Thinly-Veiled Mockery, etc).

Clone Wars and Galactic Civil War history

Eventually, the knowledge of the HK series became lost to time. This was until members of the Confederacy of Independent Systems discovered the wreck of a ship on Mustafar that contained the deactivated HK-47. Quickly realizing that HK-47 was superior than any droid they had ever seen (due to them activating HK-47 and the ancient droid proceeding to effortlessly slaughter several engineers and B2 battle droids), the engineers proceeded to build newer models that combine elements of HK-47's design with designs from their current battle droid models. They produced several prototypes including: HK-57s, HK-58 Aurek and HK-58 Besh, HK-67s, and the HK-Taskmaster, before settling with the HK-77s. These versions of the HKs were more similar to battle droids than their predecessors were, being meant for more frontline combat. They had blasters attached to the ends of their arms, hindering them from posing as protocol droids, and they were not as deadly or armored as their predecessors. Unfortunately for the Separatist engineers, Darth Vader arrived on the planet under the orders of the newly christened Emperor Palpatine and killed every member of the engineering team. HK-47, having had his data drive, behavior core, and personality core uploaded to the ship wreck before his body was taken by the engineering team; as well as the new HK battle droids, lay undiscovered for over 20 years. Upon rediscovery by a group of spacers, HK-47 managed to convince them to help him take control of the old droid factory. The group succeeded in their missions, only to be double crossed by HK-47. He used the droid factory to create a new body that was similar to his old one, installed himself into it. HK-47 then went on to gather all the old droids, including the various HK battle droids, to begin a war with all organic life. HK-47 ultimately failed as the spacers managed to destroy his factory, his army, and his body; but not before he managed to upload his consciousness to parts unknown.

Several HK-77 units were later recovered from Mustafar. Many of these units were reprogrammed and refitted as fire fighting droids via replacing their blasters with fire extinguishers and coating them in heat resistant chemicals. Another popular modification among the criminal underworld was to replace a HK-77's blasters with hands, increase their ability to calculate odds, and install data of gambling games, before using them as proxies for gambling events.

In the aftermath of the Battle of Hoth, several HK assassin droids were spotted on the ice planet.

HK protocol pacifist package

Sometime during the development of the HK-series, a module was developed that suppressed a HK's combat and assassination protocols. It appears to have been made to convert HKs into regular protocol droids, as opposed to their dual nature of assassin/protocol, probably in an attempt to better market the units.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YWYzYmI1OTExZjg4","flags":{},"name":"Droid Synergy","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

Once per turn, the assassin droid can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the assassin droid that isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDFjY2QwMmFjZTAz","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

If the assassin droid fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YmFkM2JmZmY0N2Y0","flags":{},"name":"Reactive Shield (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

Until the start of its next turn, the assassin droid has a +5 bonus to AC. This includes the triggering attack.

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.

The assassin droid makes three weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZGNhNTE4NDUxYmQw","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 9 (1d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"Yjk5MmQ2MDYyMGMy","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"MWIzZmRhYTlhYjdk","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

.

The assassin droid makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"Y2ZkZDg0YWEwNGRh","flags":{},"name":"Detect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

.

The assassin droid makes a Wisdom (Perception) check.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YTkzZmM4NTEwZGMz","flags":{},"name":"Rocket Boost","type":"feat","img":"systems/sw5e/packs/Icons/monsters/173_-_HK_Series_2C_HK-47/avatar.webp","data":{"description":{"value":"

.

The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000}]} +{"_id":"JuFKdba7YGWRDvPg","name":"Swoop","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"10","min":0,"formula":""},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"6d10-6"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":90,"swim":0,"walk":0,"units":"ft","hover":true},"prof":2,"powerdc":10,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":10,"min":0,"max":0}},"details":{"biography":{"value":"

Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

Speeder bikes, also known as jumpspeeders, were open-air repulsorlift vehicles that emphasized speed and maneuverability over stability. A typical speeder bike had a maximum altitude of 10 meters (32 feet) and could thus maneuver deftly over very rough terrain. Some companies manufactured extras like sidecars for speeder bikes. 

Swoop

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

A swoop, or swoop bike, was a type of repulsorlift\nvehicle designed for speed. In essence, it was a more\ndangerous version of a speeder bike that both its\nenthusiasts and its detractors described as an \"engine\nwith a seat.\" Although more powerful than speeder\nbikes, swoops were crude and lacked nesse. They\nwere hard to control, requiring instinct, strength, and\ntiming. Swoops were capable of traveling at over six\nhundred kilometers per hour. While some could travel\nseveral hundred kilometers above a planet's surface,\nthey generally kept a low altitude.\n

\n\t\t\t\t\t

Swoop races were popular on many planets across\nthe galaxy and were loved for their excitement and\noutlaw image. Swoops were to speeder bikes what\nairspeeders were to landspeeders. Swoops were often\nused by gangs and criminals, and such organizations\nbore the mantle of swoop gang. After the Galactic\nEmpire outlawed podracing, swoop racing became the\nfavored alternative. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The construct requires a successful pilot skill check (DC 15) for the pilot to take an action, bonus action, or reaction while piloting the vehicle. On a failure, the pilot does not succeed in performing the desired action or reaction. If the roll fails by 10 or more, the pilot immediately loses control of the Swoop and crashes.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

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.

As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The enforcer has advantage on saving throws against being frightened.

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The enforcer deals one extra die of damage with its weapons (included).

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When a creature the enforcer sees attacks a target other than itself that is within 5 feet of itself, it can use its reaction to impose disadvantage on the attack roll.

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.

The enforcer makes two vibroblade attacks and one shield bash.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ManufacturerBlasTech Industries
TypeBlaster cannon

The Ax-108 \"Ground Buzzer\" surface-defense blaster cannon was a type of blaster cannon and the primary antipersonnel weapon of the Millennium Falcon during its ownership by Han Solo. It could be manually operated or set for automatic targeting. The blaster cannon was manufactured by BlasTech.

Description

The \"Ground Buzzer\" had a rate of fire of 12 energy-bursts per second.

The \"Ground Buzzer\" aboard the Millennium Falcon could be operated manually from either the cockpit or by a handheld remote, or automatically via the ship's computer. In the latter instance, the Ground Buzzer's targeting computer was programmed to not fire at the Falcon's crew or allied forces, and it was also programmed to avoid hitting any part of the Falcon, including the ship's landing legs. The weapon was included with targeting sensors that sought out energy signatures from enemy weapons, with the built-in computer also determining which targets pose the most immediate threat prior to opening fire. It was also installed with a dedicated generator that ran independently from the Falcon's generator, in order to ensure that the weapon is still operable even if the Falcon's other electrical systems were shut down or otherwise have been temporarily disabled.

History

Han Solo, when making preparations for the Millennium Falcon to escape Hoth during the Battle of Hoth with Leia Organa, C-3PO, and Chewbacca, utilized the \"Ground Buzzer\" to hold off an advance of Snowtroopers from the 501st Legion long enough for the take-off preparations to be completed. Just prior to activating the cannon, Solo, in response to Organa's protest that the Falcon cannot get past the Imperial blockade, commented that the ship still had its surprises. Solo had implemented the blaster cannon onto the Falcon as a concealed weapon specifically to discourage sneak attacks while the Falcon was grounded.

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

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The sentry gun uses its Intelligence modifier for attack, damage, and initiative rolls.

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.

The sentry gun sprays a 10-foot-cube area within 100 feet with shots. Each creature in the area must make a Dexterity saving throw (DC 14). On a failure, the creature takes 9 (1d12 + 3) energy damage. On a success, the creature takes half damage.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The initiate deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The initiate soldier makes two weapon attacks.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 10 (2d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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The leviathan makes a bite attack.

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The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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\"What's the last thing to go through an Imperial scout trooper's head when he hits a tree? His afterburner.\"

- Joke told by Rebel forces on Endor

ManufacturerAratech Repulsor Company
ClassSpeeder
Cost
  • 8.000 credits (new)
  • 1.800 - 3.000 credits (used)
Length3 - 4,9 meters

The 74-Z speeder bike, sometimes referred to as the Imperial speeder bike due to its use by scout stormtroopers of the Galactic Empire, was a speeder bike manufactured by Aratech Repulsor Company used for reconnaissance purposes, as well as rapid transportation in combat zones.

Characteristics

They were capable of reaching speeds up to and beyond five hundred kilometers per hour, and had a flight ceiling of twenty-five meters. 74-Zs were the military variant of the civilian 74-Y. They were controlled by handlebars located towards the front of the vehicle, and foot pedals slung underneath adjusted speed and altitude.

The highly maneuverable vehicles were equipped with sensor and communications devices located between the handlebars, including a comlink and a comlink-jamming device. The speeder was equipped with terrain-following sensors that linked up with the HUD in the driver's helmet.[10] They were armed with a forward rotating blaster cannon for combat.

They were also equipped with a very powerful boost that could propel them over vast distances in a shorter amount of time. In addition, the 74-Z was stripped down to just its fundamental components, namely the engine and steering vane, in order to increase its overall speed, and as such a single, scaled-down, forward-facing blaster cannon was fixed on the undercarriage. Rebel ace pilot Wedge Antilles admitted that he was uncomfortable piloting them due to being essentially an engine and a steering vane.

History

Used by the Galactic Republic during the Clone Wars along with the younger BARC speeders, these speeder bikes saw action on many worlds. The bike was first used during the Battle of Geonosis. The 74-Z was capable of being deployed from LAAT/i gunships. On the planet Saleucami, Jedi Master Stass Allie was killed by her own troops while riding a 74-Z bike. It was also used by the Confederacy of Independent Systems.

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The construct suppresses all electronic communications devices within 60 feet of it.

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

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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The construct makes two attacks with its blaster cannon.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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The narglatch was a stealthy apex predator which could be found in diverse environments, such as the Gungan swamps of Naboo or the frozen tundras of Orto Plutonia.

DesignationNon-sentient
ClassificationFeline
Average length6,23 meters
Homeworld
  • Naboo
  • Orto Plutonia

Biology

The narglatch male had additional fleshy spikes, while females were smoother and slightly smaller. They both had non-retractable claws and a fan-like tail that acted as a rudder during high-speed chases and turns. The narglatch also had densely padded feet that made for silent footfalls.

Males and females only commingled during mating season. Females were more fierce hunters than males, but males could chase a female from her kill.

A pregnant narglatch always gave birth to twins, one of each gender. Since young narglatch could hunt immediately upon birth, mothers abandoned them. Cubs hunted together until maturity, making themselves less vulnerable to such Naboo creatures, as saw-toothed granks, veermoks, and even more mature male narglatch. As they approached maturity, the cubs separated.

A solitary hunter, narglatch silently stalked and quickly killed its prey, usually kaadu or jimvu. Narglatch generally avoided deep water, although they were capable swimmers should the need arise. One of the few creatures they actively avoided were zalaacas.

History

On the frozen world of Orto Plutonia, the narglatch were used as mounts by the primitive Talz. On Naboo, the Gungans would ride the sure-footed beasts across their planet and into battle. Though strong and fierce, the narglatch could easily be felled by blaster fire. The Orto Plutonian variety of narglatch was differentiated from the Naboo by a mane of fleshy tendrils or protrusions.

Cubs were frequently seen as cute and taken as pets, but became very dangerous as they matured. Escaped narglatches were a threat on Coruscant.

Circa 1 ABY, the hunter Walker Luskeske asked a spacer to kill narglatches in the Gallo Mountains on Naboo and bring him fangs as trophies. In the meantime, a shuttle crashed in the Gallo Mountains. Tanoa Vills requested a spacer to eliminate rabid narglatches, including Grizzlefur, that gathered at the crash site in order to salvage research equipment.

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While lightly or heavily obscured, the narglatch can take the Hide action as a bonus action.

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The narglatch has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YjJkYTdjZWM2NGVi","flags":{},"name":"Pounce","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/096_-_Narglatch/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the narglatch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the narglatch can make one bite attack against it as a bonus action.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"NDcxNGJiYTJjMzRm","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/096_-_Narglatch/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 13 (2d10+2) kinetic damage.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000}]} +{"_id":"KJpA5QeH6uIDeE92","name":"Gamorrean Warrior","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"natural armor"},"hp":{"value":30,"min":0,"max":30,"temp":0,"tempmax":0,"formula":"4d8+12"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":30,"min":0,"max":30},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, the Gamorrean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (1d10+6) kinetic damage

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\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock can survive in any type of atmosphere or vacuum.

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If the mynock attaches itself to a piece of equipment that needs energy to function, that piece will stop working until the Mynock is removed.

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The mynock has advantage on an attack roll against a creature if at least one ally of the mynock is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The mynock attaches to the target. If attached to a droid or construct, at the start of each of the mynock's turns, the target loses 5 (1d4 + 3) hit points due to energy being drained. The mynock can detach itself by spending 5 feet of its Movement. It does so after it drains 10 Hit Points of energy from the target or the target dies. A creature, including the target, can use its action to detach the Mynock.

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\"There's assassin probes down here!\"

- Anakin Skywalker

ManufacturerTechno Union
ClassAssassin droid
Degree4th degree droid
Sensor colorRed
Plating colorGray

The SD-K4 assassin droid, also known as the assassin probe, was a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

Characteristics

A fourth class droid, the SD-K4 assassin droid was designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes moved quietly on eight razored legs they could use to lurk silently in for the kill. They were equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 could release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.

History

Manufactured by the Techno Union, SD-K4 assassin droids were used by the Confederacy of Independent Systems during the Clone Wars. As the Galactic Republic's highest echelons began disappearing, it suspected the use of assassin probes. In the year 21 BBY, Tal Merrik, senator of Kalevala and a secret Death Watch sympathizer, smuggled three SD-K4s aboard the spaceliner Coronet to assassinate Satine Kryze, duchess of Mandalore. However, the trio and their probe killers were destroyed before they could eliminate their target, though not before killing several of her clone trooper security detail.

After the Clone Wars, the Techno Union was absorbed by the Galactic Empire, who used their assassin probes during the Galactic Civil War. The Rebel Alliance also modified some for combat and provided them to Saponza's Gang.

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During its first turn, the assassin droid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin droid scores against a surprised creature is a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NzZjNGM5MmMwN2Fi","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZTc4ODAxY2U4Nzlk","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDQ4YjQwZjAwZjEz","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YTBhNTBhMTYxMzA5","flags":{},"name":"Swarm Transport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

The assassin droid can transport a maximum of 1 Probe Killer Swarm, which it can deploy using its Deploy Probe Killers action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MTI0NGFjM2NhNzQ1","flags":{},"name":"Second Chance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

When the droid reaches zero hit points, it may immediately take the deploy probe killers action.

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.

The assassin droid makes two leg slash attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NTZlNTljMjM1NThk","flags":{},"name":"Leg Slash","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":4,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"NGIzNjBjOTBmNjFh","flags":{},"name":"Deploy Probe Killers","type":"feat","img":"systems/sw5e/packs/Icons/monsters/191_-_SD-K4_Assassin_Droid/avatar.webp","data":{"description":{"value":"

.

This droid swarm appears in any space within 5 feetof the assassin droid.

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\"Is that… the head of an old tactical droid?\"

\"These droids were great at finding things, calculating. Found my master and I a few times when we didn't want to be found.\"

- Kanan Jarrus and Ahsoka Tano

ManufacturerBaktoid Combat Automata
ClassTactical droid
Degree4th degree droid
Height
1,93 meters
GenderMasculine or feminine programming
Sensor color
  • Red
  • White
  • Yellow

T-series tactical droids, also referred to as T-1s, were a model of tactical droid manufactured by Baktoid Combat Automata. Used by the Confederacy of Independent Systems during the Clone Wars, T-1s aided in the coordination of their military, acting as advisors and often generals for their superior officers. The droids were deployed across the galaxy in many key battles of the war such as those at Christophsis and Ryloth, as well as the Second Battle of Geonosis.

Ruthlessly intelligent, T-1s mostly steered clear of the war's front lines and instead commanded their troops from various Separatist headquarters. They exhibited independence larger than that of their B1 battle droid comrades and, although they were loyal to the Separatist cause, they were not afraid to abandon their superiors to guarantee their own survival.

Later on in the Clone Wars, the more advanced super tactical droid was introduced but its predecessor still saw continued use up until at least 19 BBY. Despite the galaxy-wide deactivation of the droid army at the end of the war, remnants of the T-series could still be found well into the Imperial Era. During the early rebellion against the Galactic Empire, former Jedi Padawan Ahsoka Tano provided the crew of the Ghost with the head of a T-1, to aid them in their search for former Clone Captain Rex on Seelos.

Description

\"I calculate the remaining clones are attempting a desperate final offensive. Their chances of success against us are 742 to 1.\"

\"You had better be right.\"

\"I am a droid. I am always right.\"

- TX-20 and Emir Wat Tambor, during the Battle of Ryloth

T-series tactical droids, also referred to as T-1s, were humanoid fourth class tactical droids standing at a height of 1.93 meters tall. They were manufactured by Baktoid Combat Automata, the company that also developed the B1 battle droid, among a host of other droids specialized in warfare. Compared to the standard B1s who served under them, they were boxier in appearance and often sported varying color schemes.

T-1s were designed to avoid the front lines and calculate battle strategies from the safety of flagships or other fortified locations. They were prone to expressing their superiority over all other droid models, due to their often high positions in military hierarchy. They were even known to sacrifice a large number of their own troops if they got in the way and leave behind their superior officers to survive. Additionally, their reliance on precise calculations meant they lacked imagination when dealing with unexpected situations, and soon enough the Galactic Republic began to exploit this in the Clone Wars. Although they were rarely seen engaged in combat, some T-series were observed wielding E-5 blaster rifles.

History

Clone Wars

\"I calculate they will reach the main gates by morning. I recommend we prepare a retreat.\"

- TA-175 to Wat Tambor, during the Battle of Ryloth

T-series tactical droids served an important advisory role among the forces of the Confederacy of Independent Systems during the Clone Wars against the Galactic Republic. Highly intelligent, they were often given full authority over Separatist military elements by their commanding officers. The droids were utilized in many early battles of the war including the Battle of Christophsis and acted as both commanders of the Separatist Droid Army and the Confederacy navy. In 21 BBY, at least three T-series tactical droids were used by the Separatists during the Christophsis campaign. TI-99 served Harch Admiral Trench aboard his flagship, the Invincible, and fortified the Separatist blockade above the planet. Additionally, TJ-55 and his battalion of droids thwarted a Republic ambush in the capital city of Chaleydonia and another T-1 served under the command of Supreme Leader Asajj Ventress.

During the Battle of Ryloth, TX-20 demonstrated the T-series' capacity for ruthlessness, in the Separatist defense of the city of Nabat. Using the city's population as living shields against the Republic's clone troopers, he forced the Republic forces to enter Nabat without explosive devices. Ultimately however, TX-20's arrogance blinded him and he underestimated Jedi General Obi-Wan Kenobi and his own Twi'lek prisoners, which consequently cost him his life. TA-175 also served the Separatists during the Ryloth campaign and acted as Emir Wat Tambor's adviser after TX-20's destruction. From his headquarters in Ryloth's capital city of Lessu, he recognized the threat of the Republic presence on the planet. When Count Dooku ordered Tambor to withdraw from Ryloth, TA-175 was eager to obey the Sith Lord. He eventually subverted Tambor's command when forces led by Mace Windu and Cham Syndulla attacked the capital, and left the emir to be captured by the Republic. Eventually, a T-series tactical droid was a prisoner in the Republic Center for Military Operations.

In response to their inflexibility, the new super tactical droid model was introduced as an improved successor to the T-1s during the war's later stages. These new droids were larger, more resistant to damage and even considered themselves superior to their organic counterparts. The T-series continued to see use in the war despite the super tactical droid's introduction, as several served during the Battle of Anaxes in 19 BBY. One such droid reported directly to Admiral Trench, who led the Separatists' campaign there.

Early rebellion against the Galactic Empire

\"How in all the galaxy is that droid gonna find your friend?\"

- Ezra Bridger to Ahsoka Tano

In the final hours of the Clone Wars, the newly christened Sith Lord Darth Vader sent a message to the Trade Federation on behalf of Darth Sidious, which called for the deactivation of the Separatist Droid Army. Despite this, former Jedi Padawan Ahsoka Tano obtained the head of a T-1 at some point in time. During the early rebellion against the Galactic Empire, Tano became an integral part of the Phoenix rebel cell. In 4 BBY, she gave the T-series head to the Spectres to aid them in their search for her friend, former Clone Captain Rex, on the planet Seelos. The Spectres were able to feed the head power, at which point it scanned for a signal while simultaneously listing a set of numbers over and over again: 7567. Unbeknownst to the Spectres, the numbers were a reference to Captain Rex's former clone trooper designation and shortly thereafter, the Spectres homed in on a modified AT-TE, the source of the signal and Rex's new home.

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

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The T-series Tactical droid can innately cast the following tech powers (tech save DC 14): assess the situation, encrypted message, on/off, alarm, element of surprise (3/day), repair droid, stack the deck

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The tactical droid can enter a state of higher programming as an action. While concentrating, the droid can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This lasts for 1 hour.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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Jedi younglings are divided into ten clans consisting of approximately twenty students. Among these groups is Bear Clan, a class of younglings between the ages of four and eight. The youngling clans remain as one unit, living and training together, until the time comes to go their separate ways as Padawan learners. The younglings who are not chosen to become Padawans are supervised by the Council of Reassignment.

Upon joining a clan, younglings begin their basic training in the Jedi arts. Their lessons include various tests and rituals that had to be completed in order to advance to the higher levels of the Jedi arts. Between the ages of four and eight, younglings acquire the basic skills of lightsaber combat using low-powered training sabers to practice the deflection of blaster shots fired by training droids.


The next step in their progress as aspiring Jedi is the construction of a genuine lightsaber—the signature weapon of the Jedi which first requires a kyber crystal. This lesson ultimately leads to the creation of the Gathering; an ancient and significant tradition that began centuries before the events of the Clone Wars, the Gathering tested the younglings' ability to locate their particular crystal through the Force. It requires younglings to travel off-world from the Jedi Temple on Coruscant to the Crystal Cave of Ilum, a frigid world located in the Unknown Regions and most sacred to the Jedi Order. After acquiring their crystal, the younglings have to use the Force to telekinetically combine all of the necessary components into a lightsaber.


The task of educating younglings in the proper construction of a lightsaber is the duty of Huyang; an architect droid professor based out on the Jedi vessel, the Crucible, he has personally overseen the creation of lightsabers by younglings of a thousand generations.

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Jedi Youngling is a 1st-level forcecaster. His forcecasting ability is Wisdom (force save DC 11, +3 to hit with force attacks, 5 force points).

Jedi Youngling knows the following force powers:

At-will: affect mind, force disarm, force push/pull

1st level: breath control, disperse force, heroism, sense

emotion, sense force

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +0, Reach 5 ft., One target. Hit : 3 (1d6) energy damage

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\"Skkrrreee!\"
- Ki-Adi-Mundi's aryx attacks several thugs
DesignationNon-sentient
ClassificationBird
Feather colorBlue and white
Eye colorBlack
Homeworld
Cerea
DietCarnivore
Aryx were a species of non-sentient, warm-blooded avians that lived on the planet Cerea. The species was carnivorous, and when at full height, aryx were far taller than Cereans, the sentient species with which they shared their homeworld. Aryx possessed a large yellow beak and a pair of black eyes on their head as well as a large tuft of feathers at the back of their skull. Feathers also covered the rest of their bodies, including a pair of wings on either side of their torso, but excepting the aryx's pair of legs, which were yellow in color like their beak. Each leg ended in three digits, two at the front of the foot and one at the back, each of which had a black talon at its end. Aryx feathers could be white and blue in color, with some individuals having only white feathers and others having a mix of the two colors.

Aryx were domesticated and ridden by the Cereans, who used them as individual transports when moving around on the vast grassy plains of their homeworld or within cities. Whilst being ridden, the birds wore saddles for their riders to sit on and had reins for the rider to control them with attached to their beaks. One Cerean who rode an aryx was the Jedi Knight Ki-Adi-Mundi whilst he was on Cerea. He rode it after returning to the planet shortly after reaching knighthood in the Jedi Order. During this visit, he was accused of murder but was acquitted and sent to capture the true culprit, another Cerean, named Maj-Odo-Nomor. Whilst attempting to track down Nomor, he rode his aryx to Outsider Citadel, a city built for off-worlders on Cerea, to meet an informant who might be able to help him with the case. Whilst he was there, a group of thugs attacked the Jedi, who used the Force to summon his aryx to defend him. The bird attacked the thugs and was able to wound several of them with its talons and throw others away from the combat. After the fight, Mundi calmed it again with the Force.
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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The Ewok Warchief deals one extra damage die when it deals damage with a melee weapon (included).

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The Ewok Warchief has advantage on Wisdom (Perception) checks that rely on smell.

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The Ewok Warchief can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The Ewok Warchief has advantage on an attack roll against a creature if at least one of the warchief's allies is within 5 feet of the creature and the ally isn't incapacitated.

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As a bonus action, the Ewok Warchief regains 10 hit points.

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The Ewok Warchief has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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As a bonus action, the Ewok can let out a loud warcry to inspire allied ewoks within 30 feet. Until the start of its next turn, all allied ewoks within range add the Warchief's charisma modifier to their attack rolls.

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The Ewok Warchief makes two attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage plus 7 (2d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 6 (1d6+3) kinetic damage plus 3 (1d6) poison damage.

The Ewok Warchief makes 4 attacks.

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\"The case is inconclusive, but the processor doesn't appear to be at fault. The subject claims he committed crimes simply 'for love of money.'\"

- Industrial Automaton investigators after interviewing 4-LOM

ManufacturerIndustrial Automaton
ClassProtocol droid
Degree3rd degree droid
Height1,6 - 1,67 meters
Sensor colorMetallic green
Plating colorGrey

The LOM-series protocol droid was a protocol droid series produced by Industrial Automaton to compete with Cybot Galactica's popular 3PO-series protocol droid.

Characteristics

A model of third-degree protocol droid, Industrial Automaton's LOM-series were designed for the niche alien market, just as Cybot Galactica had attempted with the PD-series protocol droid. If their droid proved successful, Industrial Automaton planned to introduce a Human-based protocol droid within two years. The LOM unit was humanoid in form, but the head, with its large, compound eyes, was structured to look familiar to such insectoid races as the Brizzits, Verpines, Gand, Yam'rii, Vuvrians, and Xi'Dec.

History

Aside from the insectile face, the LOM protocol droid was very similar to the 3PO-series—indeed, Industrial Automaton made crafty deals with companies such as SyntheTech, to use many components initially used by Cybot Galactica. Thus, the LOM-series possessed an AA-1 VerboBrain and a TranLang III communications module programmed with millions of languages; it even had a similar body frame and plating design. Such blatant use of its trademark hardware caused Cybot Galactica to file a number of lawsuits against its rival company. Though their LOM units sold well in limited release, Industrial Automaton's future plans to monopolize the protocol droid market were dashed. The exploits of the notorious bounty hunter 4-LOM did little to elevate the series' status in the eyes of the public.

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If the droid fails a saving throw, he can choose to succeed instead.

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The droid makes two blaster rifle attacks.

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 5 (1d8+1) energy damage

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Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.


Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.


They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.


The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 7 (1d8+3) sonic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The lab-tech is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 20 tech points.

The

employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary

boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image, scorching ray

3rd level: sabotage charges, scramble interface

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MmU1MDgyNDAyYzI5","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

Tech Power: DC 13, range 10 ft., one target. Hit: 13 (2d12) poison damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000}]} +{"_id":"LsAz6vNYLxfyi9a7","name":"**Corporate Chief Officer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":11,"proficient":1,"min":3,"mod":0,"save":6,"prof":6,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":11,"prof":6,"saveBonus":0,"checkBonus":0},"int":{"value":19,"proficient":1,"min":3,"mod":4,"save":10,"prof":6,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":1,"min":3,"mod":1,"save":7,"prof":6,"saveBonus":0,"checkBonus":0},"cha":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"21","min":0,"formula":"heavy durasteel armor, heavy shield"},"hp":{"value":180,"min":0,"max":180,"temp":0,"tempmax":0,"formula":"19d8+95"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":6,"powerdc":14,"bar1":{"value":180,"min":0,"max":180},"bar2":{"value":21,"min":0,"max":0}},"details":{"biography":{"value":"

The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

","public":""},"alignment":"Any Dark","species":"","type":"humanoid (any)","environment":"","cr":17,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":18000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["lightning"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["frightened","exhaustion"],"custom":""},"senses":"passive Perception 12","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"ins":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":17,"prof":6,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","token":{"flags":{},"name":"Corporate Chief Officer","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"LsAz6vNYLxfyi9a7","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":180,"max":180},"bar2":{"value":21,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OGFkYWJhNDlmNzhh","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/297_-_Corporate_Chief_Officer/avatar.webp","data":{"description":{"value":"

The chief officer is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points.

The chief o􀃞cer knows the following tech powers:(6th

level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame,

poison spray, ward

1st level: absorb energy, energy shield, tracer bolt

2nd level: mirror image, pyrotechnics, translocate

3rd level: diminish tech, explosion, tech override

4th level: corrosive sphere, kolto reserve, salvo

5th level: cryogenic spray, friendly fire, greater translocate

6th level: programmed illusion, security protocols

7th level: cage

8th level: scrambling field

9th level: invulnerability

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The chief officer has advantage on saving throws against tech powers.

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When a creature hits the chief officer with an attack, it takes 4 lightning damage as long as the chief officer is not incapacitated.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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.

The chief officer makes three Electrobaton attacks.

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.

Each creature within 30 feet of the chief officer must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frightened of the chief officer for 1 minute, and has its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The target must succeed on a DC 13 constitution saving throw or take 2 (1d4) lightning damage and become shocked.

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\"Among smugglers and the lower classes, some call them 'Jedi Killers'.\"

- Lido Shan

ManufacturerCestus Cybernetics
ClassSecurity droid
Cost80.000 credits
Height1,5 meters

The JK-13 security droid, unofficially known as the \"Jedi Killer,\" was a JK-series security droid manufactured on the planet Ord Cestus. These droids rose to prominence during a time when they were threatened to be converted into combat droids.

Characteristics

The JK-Thirteen appeared chest-high and divided into sections, giving it a spider-like appearance in its attack mode. So much so that the cave spiders, who used to rule Cestus, thought of them a natural enemy and defeated them allowing Obi-Wan Kenobi and many Desert Wind members to escape from the surprise attack. Its primary weapon was a set of stun tentacles extending from virtually every point on its body: these tentacles could be used to cut an opponent or deliver a disabling charge. Its primary defense was a deflector shield generator-like technology that allowed it to absorb blaster bolts and presumably other weapons fire before it even came into contact with the droid itself.

Like all Cestus Cybernetics droids of its period, the JK-13 was unusually ornate and flexible, with a golden finish and enormous articulation of its tentacles, which could become a fine strand or thicker rope or cable as needed.

The JK-13s were bio-droids: they used a living circuit design incorporating organics into the core processor, which was actually a life-support unit for a creature known as a dashta eel. Because the eels were Force-sensitive, they granted the droid some measure of precognitive abilities. This, in turn, granted it great combat ability; a JK-13 was able to defeat both a destroyer droid and even an ARC trooper nicknamed Sirty, but was defeated by Jedi Master Kit Fisto, though not with ease. Also, it took Obi-Wan Kenobi two energy weapons (his lightsaber and a lightwhip) to defeat it. It was later revealed that the Dashta eels could not kill another sentient being without going insane, meaning that the droids could never be deployed as combat units.

They sold faster than they could be produced, and cost 80,000 credits during the Clone Wars. They were assembled by Clandes Industrial in the city of Clandes.

History

The droids became important when Count Dooku employed them in a devious trap for the Galactic Republic. He circulated rumors that he planned to buy tens of thousands of the droids, clearly a grave threat to the Republic. He even sent out a prototype to attack Jedi Master Devan For'deschel, who lost an arm to the droid. The Republic responded by sending Jedi Generals Kit Fisto and Obi-Wan Kenobi to Ord Cestus to resolve the issue, because had the JK participated in the war, it would have been one of the most dangerous droids in the army of the Confederacy of Independent Systems. However, it was later revealed that the droids could neither be modified for lethality nor produced in great numbers, and that Dooku, in fact, had no real plans to do so.

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

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The Dashta Eel within the machine is a somewhat shapeless mass. When the JK-13 Security Droid is reduced to 0 hp, the droid armor breaks and the Dashta Eel exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage Resistances. Without its armor, the Dashta Eel has the following statistics: AC 12, hp 19 (3d8 + 6), Strength 8 (-1), and its speed becomes 15 feet. In addition, it has no attack actions.

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JK-13 Security Droid has advantage on saving throws versus force powers used by creatures within 5 feet of it. When an enemy within 5 feet casts a force power, JK-13 Security Droid can make a melee attack against that character as a reaction. When JK-13 Security Droid damages an enemy, they have disadvantage on concentration saving throws to maintain their force powers.

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The JK-13 Security Droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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.

The JK-13 Security Droid makes any combination of three Slicing Tentacle attacks and Stunning Tentacle attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 11 (3d4+4) kinetic damage.

The target must succeed on a Constitution save (DC 17) or be stunned until the end of its next turn.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 18 (3d8+5) kinetic damage

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\"I am C-3PO, human-cyborg relations.\"

- C-3PO

ManufacturerCybot Galactica
ClassProtocol droid
Height
1,7 meters
Weight77,6 kg
Cost3.000 credits
Plating Color
  • Gold
  • Silver
  • White
  • Red
  • Black
  • Jade
  • Blue
  • Blue and gold
  • Green
  • Purple
  • Gray
  • Aqua

The 3PO-series protocol droid was a Human-cyborg relations protocol droid produced by Cybot Galactica. The model series had very similar aesthetic design in its casing to other Cybot Galactica droid model series such as the TC-series, 3PX-series, and 5YQ-series protocol droids.

One of the most famous droids of this series was C-3PO, one of the heroes of the Rebel Alliance.

History

Manufactured by Cybot Galactica on the factory world of Affa, the 3PO-series protocol units were considered the most advanced Human-cyborg relations droids in the market for over a hundred years. Production on the line began at least as far back as 112 BBY and continued well into the time of the New Republic.

The success of the 3PO-series led Cybot Galactica to produce the C-series protocol droids during the rule of the New Republic.

Features

The typical 3PO-series droid stood at approximately 1.7 meters in height with a humanoid build. Most units were programmed with a subservient, service oriented personality and a typical 3PO unit would never attack, under any circumstances even if it was in self-defense.

With its standard components (head, torso, legs, arms and hands), a typical 3PO unit would weigh around 77.6 kg, and its maximal speed was 21km/hr.

Each droid was equipped with a SyntheTech AA-1 VerboBrain making them capable of storing enormous amounts of information, the additional memory space was often used to keep communication modules in the active memory so that long delays could be avoided while searching for linguistic information on mid-translation. A TranLang III communications module allowed them to be fluent in over six million forms of communication, even if they could not respond in all of them for a lack of proper communication appendages. They also had the skills necessary to quickly analyze new unregistered languages and translate them into more well-known ones.

They were even provided with an olfactory sensor that allowed them to comprehend pheromonal communication. Other useful features were a factory-standard restraining bolt mount, and the fact that their shutdown switch was conveniently located at the back of their neck, on a very easy to reach place.

Some models, such as the pricey E-3POs, also included the TechSpan I module, making it possible to interface with Imperial networks and undocumented technologies of Imperial subcontractors.

Color variations

Droids in the 3PO-series came in a variety of colors, the most usual being gold, silver and white. Their colored plating, however, was known to be prone to corrosion.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Smugglers

A smuggler, also known by the euphemism free trader,\nis someone who engaged in the clandestine shipment\nof goods or people to prevent taxation or some other\nimpediment. The goods shipped are often highly illegal\nor banned in some sectors. Weapon smugglers are\nreferred to as gun runners.\n

\n\t\t\t\t\t

By far the most commonly smuggled substances are\nvarieties of spice. Although most kinds of spice are\npsychoactive drugs, and most forms were illegal under\nthe Empire, the government's main concern is not to\nstem the ow of spice, but to collect taxes from its\nshipment and distribution through legitimate channels.\nWeapons were another commonly smuggled\ncommodity within the Empire, whose bureaucracy\nstrictly controlled weapons availability in order to\nprevent criminals and insurgents, in particular the\nRebel Alliance, from becoming signicant threats.\nOther cargo for smugglers include chak-root, stolen\nmerchandise, and even clear water. In extreme\nsituations, smugglers delivered standard resources or\nfood. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Chaotic Balanced","species":"","type":"humanoid (any)","environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 16","languages":{"value":[],"custom":"Galactic Basic, Huttese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":17,"prof":2,"total":7},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":2,"ability":"cha","bonus":0,"mod":3,"passive":17,"prof":4,"total":7},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","token":{"flags":{},"name":"Smuggler","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"NQL8xeNzzfpJCfX0","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":60,"max":60},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWQ4NzVkMmUyODE0","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NWFjNzE2M2ZmYzZk","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","data":{"description":{"value":"

The Smuggler deals an extra 12 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

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When the Smuggler rolls for initiative, it can move up to 30 ft. This movement happens before the initiative order is determined.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NzVlYjIzMmMzMTZm","flags":{},"name":"Tech Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/431_-_Smuggler/avatar.webp","data":{"description":{"value":"

The Smuggler is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 15, +7 to hit with power attacks, 24 tech points).

The

Smuggler knows the following powers:

At Will: combustive shot, encrypted message, assess the

situation

1st Level: target lock, element of surprise, flash, oil slick,

smoke cloud,stack the deck

2nd Level: translocate, mirror image, charge powercell,

infiltrate, smuggle

3rd Level: debilitating gas, invisibility to cameras

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Smuggler makes two weapon attacks

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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CreatorKazdan Paratus
ClassJunk droid

Junk behemoths were a type of junk golem found on Raxus Prime after the Clone Wars. They usually served as walking power plants or armor carriers.

History

Jedi Kazdan Paratus used junk behemoths he created to protect his Temple on Raxus Prime, especially from Rodian scavengers. Unlike other junk droids made of salvaged scraps, his droids were held together by the power of the Force.

Each junk behemoth, like other junk golems, was constructed out of scraps lying around the Raxus Prime surface by Kazdan Paratus. They were slightly larger than the Scrap Guardian, but were second in size when compared to the Junk Titan. Junk behemoths were used to hold back Galen Marek in his attempt to raid the Raxus Prime Jedi Temple and kill Paratus. Galen ran into two of the make-shift droids before encountering Paratus himself. Paratus used pieces from old Separatist droids to construct them; the CIS logo was visible on the chest, and the arms were the wings of vulture droids.

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

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The junk behemoth makes two blaster cannon attacks or two slam attacks.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Anoobas were mammals that lived throughout the Outer Rim Territories. Wild anoobas traveled in packs of 10 to 12 members.

Classification

Mammal    

Distinctions

Lower jaw

DietCarnivore

History

The bounty hunter Embo owned an anooba named Marrok, while the Phindian Osi Sobeck kept a pack of dark anoobas which he used to hunt down fugitives on the planet Lola Sayu.

Sabine Wren, a Mandalorian and member of the Ghost rebel crew, painted an anooba insignia on her armor

Around 34 ABY, Dok-Ondar kept a stuffed Anooba head mounted on the wall of his store.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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\"Oh! It's a nexu – and she has cubs! How cute!\"

\"For creatures with four eyes and a mouthful of teeth, they are rather cute.\"

- Allana Solo and Leia Organa Solo
DesignationNon-sentient
Average height 0,94 meters
Average length1,83 meters (4,51 meters with tail)
Average mass225 kilograms
Hair colorBorn white, age to brown
Eye colorRed
Distinctions
  • Four eyes
  • Spiked spines
Homeworld
Cholganna
Nexu were feline creatures native to the chilly forests of the Indona continent on the planet of Cholganna.

Characteristics

There were other breeds of nexu on Cholganna's other continents, but only the forest nexu had an additional set of eyes able to view in infrared wavelength, which aided in their hunting of bark rats and tree-climbing octopi. They were often exported and trained as security beasts, as used for patrolling on Malastare, or used in arena combat, as seen on Geonosis. Nexu were 4.5 meters long and generally 1 meter tall.

The nexu appeared to be feline in nature, with claws which could slice a Human in half. They had quills along their back, and a long tail that in the wild allowed the nexu to swing from tree branch to tree branch. The tail also split into two equal sections for a better grip on the tree branch they were swinging from. They had extremely sharp instincts and reflexes, although they were known to tire easily, and often used swift movements to finish an enemy quickly, biting down and thrashing their head about to break their victim's neck. Cubs were born pure white.

A particularly stealthy variety was the black nexu; this species was also one of the rarest.

History

Too vicious to be kept in zoos and difficult to train as watch-beasts, they were instead sought after for arena battles where their ferocity was much appreciated by spectators ( It was the most favored monster). This resulted in many big-game hunters making regular visits to Cholganna, hoping to capture a live nexu for export. Many hunters ended up dead however, when tracking prides of nexu, and as a result fees for live nexus often ranged up to half a million credits per animal. Buyers such as Senator Ask Aak of Malastare and Archduke Poggle the Lesser of Geonosis willingly paid such prices however, in order to add these magnificent creatures to their collections.

In 32 BBY, after the Invasion of Naboo by the Trade Federation, the bounty hunter Jango Fett faced many nexu on his visit to Malastare, during his hunt for Komari Vosa.

A nexu was used during the attempted execution of Padmé Amidala prior to the outbreak of the Clone Wars, and its actions could be considered typical of the species. It would climb towards its victim, strike, then return to the ground quickly, waiting to see if its enemy would strike back. It was an extremely aggressive creature, snapping, clawing and roaring in the general direction of Amidala. When a Geonosian guard attempted to direct it with a blast from his static pike, this only served to irritate the creature further and the guard was quickly devoured. An agile hunter that sacrificed bone mass for speed, a kick from Amidala knocked it down, weakening its tender body greatly. A reek, steered by Anakin Skywalker, finally rammed the stunned nexu, killing it instantly.

After asking for a pet for years, Skywalker and Amidala's great-granddaughter Allana Solo was given a nexu cub in 43 ABY. This was after Leia Organa Solo killed the baby nexu's mother to save an Ithorian, who was under attack from the creature at the Coruscant Livestock Exchange and Exhibition. She named the baby cub Anji.

By 130 ABY, wild nexu were a common and dangerous sight on Coruscant and tourists were advised to stay with their groups when sightseeing on the capital. The nexu were usually seen in areas of the planet still scarred by the Yuuzhan Vong war, a hundred years prior.
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If the nexu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The nexu has advantage on Wisdom (Perception) checks that rely on sight and smell.

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If the nexu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.

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The nexu can make two claw attacks.

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DesignationNon-sentient
Homeworld

Naboo

DietOminvore

Clodhoppers were omnivorous and dim-witted flightless avians from Naboo. A clodhopper was rarely more than three feet tall, but they fed in swarms, becoming a real menace. They were protected by tough, durable skin. A noteworthy attribute of the clodhopper was its ability to spawn two hundred young in only two days, all of which spent most of their time eating.

On Naboo, clodhoppers had natural predators like narglatches of any age, and even Gungans sometimes hunted them because of their meat (which made tasty snacks) and their thick skin (which was used to make musical instruments). Some centuries before the Battle of Naboo, however, the flightless birds were exported to other planets, which caused the utter devastation of entire colonies. Its export has been strictly forbidden since, under the maximum punishment allowable by law.

The colony at Corva, in the Galaanus system, was wiped out by clodhoppers that had been accidentally shipped with grain from Naboo. Consequently, restrictions and inspection requirements on agricultural imports from Naboo existed on a number of worlds, some which callously supported the Trade Federation blockade in 32 BBY, if only to save the expense of funding inspections.

On 32 BBY, the Army of Life managed to conceal clodhopper eggs in sealed boxes and shipped them to Stend IV in the Majestic Gundark. A Tarnab diplomat had a pet clodhopper.

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The clodhopper's long jump is up to 20 feet and its high jump is up to 10 ft., with or without a running start.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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

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The Nightsister Shaman is a 5th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 15 force points).

The Nightsister Shaman knows the following

force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, hex, sap vitality,

wound

2nd level: affliction, darkshear, darkness, force camoflauge,

phasewalk

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The Nightsister deals an extra 6 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Nightsister that isn't incapacitated and the Nightsister doesn't have disadvantage on the roll.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

When the Nightsister makes two energy bow or vibroknife attacks.

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (1d12+5) acid damage.

On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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The Sith Sorcerer is a 11th level forcecaster it's forcecasting ability is Charisma (force save DC 16, +8 to hit with force attacks, 44 force points).

The Sith Sorcerer knows the following force

powers:

At-will: saber reflect, shock, slow, force push/pull

1st level: sap vitality, battle precognition

2nd level: drain vitality, hallucination, affliction, phase walk

3rd level: dark aura, plague, force lightning

4th level: shocking shield, dominate beast

5th level: siphon life, insanity, dominate mind, improved

force scream, improved phase walk

6th level: force chain lightning, wrack

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When the Sith Sorcerer casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

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The Sith Sorcerer has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmU2OTg3YzA1NmI0","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/408_-_Sith_Sorcerer/avatar.webp","data":{"description":{"value":"

.

Sith Mastermind casts on of his at will powers.

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.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

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.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

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.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":4,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1100},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 14","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","token":{"flags":{},"name":"Mandalorian Soldier","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ODy2FlwrOXhHbYUm","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":59,"max":59},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ODU2ZjZmMzU2ZDdk","flags":{},"name":"Agressive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NjVjMTlhYTQyN2U2","flags":{},"name":"Brave","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

The soldier has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OGRiNDkwMWE5OTdm","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

The soldier has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NzEyMzg3ODQ0ZDgw","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

The soldier deals one extra die of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZmE5MTBiMWU4ZGM5","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MTAxMTYxYzQ3Y2Q3","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YTI3YTIzNWVkYThh","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The soldier makes two weapon attacks and throws a fragmentation grenade, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OTc2MDU5OTM4NzE2","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 12 (2d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"NmY3NWJhMWU2YmMz","flags":{},"name":"Vibroblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 13 (2d10+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"MDQ5YmEwMjcxMDM1","flags":{},"name":"Fragmentation Grenade (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

.

The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"Y2QxZDZhYjk2YmQw","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MGRjYzVkMzI4ZjRk","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZmM0NGQ0NWQyZGZi","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/357_-_Mandalorian_Soldier/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

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\"Deep-fried nuna leg mmm. Delicious!\"

- Orn Free Taa

DesignationNon-sentient
ClassificationBird
Average height0,5 meters
Homeworld
Naboo
Habitat
Swamps
Diet

Omnivore

Nunas, also known as swamp turkeys were diminutive bipeds that lived in the swamps of Naboo. These birds could not fly and were known for their stupidity, but were also adaptable and easy to care for. Nunas had spread across the galaxy, prized for their meat and eggs. They were omnivores, feeding mostly on plants and, on rare occasions, fish. An average nuna could feed a family of four. Nunas were also used as a ball in nuna-ball. When nunas became angry or intimidated, they could inflate their body to a larger size. Nunas were capable of growing blue and red feathers.


The legs of a nuna could be deep-fried to be food. The species were raised as livestock for consumption by residents of the planet Batuu. Nuna Turkey Jerky, a type of jerky, could be made from the meat of nunas.

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As a bonus action, the nuna increases in size for 1 minute. Anything it is wearing or carrying does not increase in size. While inflated, the nuna is Small, doubles its damage dice on attacks (included in the attacks), and makes Charisma (Intimidation) checks with advantage. If the nuna lacks the room to become Small, it attains the maximum size possible in the space available.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage

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\"Watch out kid, this thing handles like a drunken bantha.\"

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

Banthas were a species of large, hairy mammals with sharp, spiraling horns. They inhabited the desert planet Tatooine, though they were bred on many worlds throughout the galaxy. They were social herd animals, and were often domesticated, and used prominently, by Tusken Raiders as mounts and companionship—though they never killed them for their food or hide, a use utilized by many other species for products such as Bantha steak, butter and clothes or furniture.

Biology and appearance

\"Hello, Nara, you're looking well today.\" 

- Obi-Wan Kenobi

Banthas were large, quadrupedal mammals that averaged in height 2 to 2.5 meters. An adult's average weight was 4,000 kilograms, and they had extensive shaggy fur, which was brown or black in color. Both females and males of the species had a pair of spiraling horns that extruded from their skull and grew at a knob a year. Banthas possessed a wide mouth, bright, inquisitive eyes, and a large tail which dragged on the ground as they walked. They had wide, flat feet with four digits.

Behavior

\"What's the matter, Dolo? Why so sad?\" 

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

Banthas were easily domesticated, and were bred on many worlds throughout the galaxy. They were widely used as mounts. Their milk, which was distinctively blue, was drunk plain as well as being used in yogurt, ice cream, and butter. Their meat was used for dried jerky, steak, and burgers, and their dung was used as a fuel. Bantha-blood fizz was a sparkling drink made from purified bantha blood. Bantha hide could be mashed with grains to make Ardees, also known as Jawa juice. Their hide was also tanned and turned into clothes or furniture. Young banthas were known as calves.

The Tusken Raiders of Tatooine tamed and domesticated banthas, and they shared a close, almost mystical bond. Every boy had a male bantha and every girl had a female one. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas. Tuskens never harmed or ate banthas. Tuskens could also ride their banthas into battle.

The Kadas'sa'Nikto mechanic Neeku Vozo came from a long line of bantha herders.

Banthas in the galaxy

A common sight on Tatooine, banthas could be found wild, wandering the vast expanse of the Tatooine desert, or domesticated, under the ownership of Tuskens or in cities such as Mos Espa. They shared their name with the White banthas of Nelvaan.

Banthas were the subject of several slang phrases and insults. \"Bantha fodder\" (or \"Bantha poodoo\" in Huttese) was a phrase used as the equivalent of \"worthless\"; a person or thing deemed to have no value beyond something for a bantha to graze on, because of bantha food's unpleasant smell. \"Not give two bantha ticks\" (about something) meant to not care in the slightest (about something or someone), \"Son of a bantha\" was an insult, and \"A wild bantha chase\" meant a futile errand.

In 20 BBY, an LAAT/i gunship featured customized nose art of a flying bantha dropping a pair of bombs. During the same year, the rebels of Onderon owned a hunter cart with a bantha skull.

During the Imperial Era, Jedi—in—exile Obi-Wan Kenobi befriended a herd of Banthas. Two were named two Dolo and Nara, respectively.

By 5 ABY, Malakili, a former beastmaster for Jabba the Hutt, wore a lucky braid of bantha teeth and fur. Later in the same year, former slave Cobb Vanth had enlisted the help of a group of Tusken Raiders to drive a criminal syndicate called the Red Key Raiders away from Tatooine. The Tuskens rode into battle atop banthas. One such bantha was particularly large. The animal had an eye scarred over, fur matted with filth, and wounds with open bones and rusted gears.

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If the bantha moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One prone target. Hit : 22 (3d10+6) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When the Jedi takes the dodge or disengage action, it can make an attack as a bonus action.

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When the Jedi is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi is a 16th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks) and it has 54 force points.

The Jedi knows the following force powers:

At-will: force push/pull, force disarm, give life, guidance, saber

reflect, turbulence

1st-level: burst of speed, cloud mind, force jump, heal, project,

valor

2nd-level: calm emotions, force barrier, force camouflage,

force sight, force throw

3rd-level: beacon of hope, knight speed, sever force,

telekinetic storm

4th-level: force immunity, improved force camouflage

5th-level: mass animation, telekinesis

6th-level: telekinetic burst

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

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Once per turn, when the Jedi hits with an attack, it can spend 1 force point and choose one of the following additional effects:

Deflection. The Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Energized Double Strike. The Jedi can roll 2d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time. The Jedi's speed increases by 5x1d8 until the end of its current turn.

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If the Jedi fails a saving throw, it can choose to succeed instead.

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When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

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The Jedi makes three attacks or it casts a force power and makes one attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

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Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 15 (3d6+5) energy damage

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The Jedi makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 19 Dexterity saving throw, taking 9 (2d8+6) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

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The jedi rebel master moves up to its speed without provoking attacks of oppurtunity.

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The rebel jedi master casts an at-will force power.

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The rebel jedi master takes the dash action without provoking attacks of oppurtunity. It can make an attack before or after moving.

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The rebel jedi master casts a force power of 1st-level or higher, expending force points as normal.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Demolition Troopers are members of the Galactic Federation who are outfitted with explosive weaponry for special missions. While capable of destroying the strongest of barriers, they are not very effective in combat, due to lighter armor, and often rely on others to cover them while in battle. They seem to have weaker versions of the Galactic Federation Marine's assault rifles. Their explosives are carried on their back.

In Metroid Prime 3: Corruption, Samus is charged with watching over twelve Demolition Troopers after she disables the Pirate Homeworld's defense system. These Troopers will clear a path to the Pirate Homeworld Seed. Meanwhile, Samus must defend the Demolition Troopers from Space Pirate attacks. Four of the twelve Demolition Troopers are required for the final door. If there are less than four surviving, Admiral Dane will contact Samus and order her to fall back, causing a Game Over. The easiest tactic for getting the Troopers through to the end is to engage the Space Pirate forces at extremely close range, so that they can't shoot around Samus, and then for her to kill them at point-blank range. If Samus succeeds in protecting all twelve troopers, a Gold Credit, \"All Troopers Survived\" will be rewarded.

A Demolition Trooper that speaks to Samus after opening the path to the Skyway for her states that their group color is yellow, but this fact is never again referenced. Different groups supposedly have other colour-schemed armour.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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The trooper throws a grenade, choosing a point within 35 feet. Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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After setting this mine, a laser line imperceptible to normal vision extends up to 15 feet out. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 kinetic damage, or half as much on a successful one.

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After spending at least 30 seconds setting the charge, the trooper may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the trooper has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 15 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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Salvagers

A scavenger or salvager, often abbreviated \"scav,\" is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

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The veteran salvager is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 24 tech points.

The veteran salvager knows the following

tech powers:

At will: electroshock, jet of flame, poison spray, temporary

boost

1st level: absorb energy, cryogenic blast, energy shield, oil

slick

2nd level: detect invisibility, mirror image, paralyze

humanoid

3rd level: tactical advantage, kolto cloud

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As an action, the veteran salvager releases a mist of nanobots can restore 30 hit points to any number of objects, droids, or constructs within 30 feet of it, and divide those hit points among them. This feature can restore an object, droid, or construct to no more than half of its hit point maximum. This feature has no e\u0000ect on humanoids.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The salvager makes two weapon attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) kinetic damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Thugs & Security Forces

Various different types of thugs and security forces,\nappropriate for gangs, simple ruffians, or mercenaries. 

\n\t\t\t\t
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As a bonus action, the aqualish can move up to its speed toward a hostile creature that it can see.

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The aqualish deals an extra 4 (ld8) damage when it hits with a melee weapon attack (included in the attack).

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The Battle Hydra was a type of large reptilian dragon-like Sithspawn that was created by the Sith Lord Exar Kun.

Biology and appearance

Physically, a battle hydra was a sinuous reptile with leathery wings. It should be noted that no two of these animals were identical though all shared the same general description. Typically, they were known to hold two heads that sat atop long, fluid necks. The heads held a pair of yellow slitted eyes. Whilst this was usually the case, there were some varieties of these beasts that had more than two heads. At the back was a long wicked, whip-like tail that held a hooked stinger. The stinger glistened with a strong and acidic crystallized poison that dripped from the tail. Four powerful legs were tipped with hooked claws that were both tough and sharp as well as easily capable of ripping the flesh from the beasts victims. The body of the beast contained muscular torsos that were sheathed in iridescent scales. This was forever altered at a molecular level by the Sith alchemy that had altered their physiology. The skin was infused with ancient Sith alloys that reduced the damage sustained by the beast. The armor alloy introduced into their basic physiology even reduced the damage from a lightsaber attack.

When left to their own devices, these beasts were mindless and shy creatures that was a contrast to their fearsome appearance. When searching for food, battle hydras were known to be solitary animals that hunted alone. Much of their existence involved them being aloft where they rode thermal currents in search of prey or threats. When these were spotted, the battle hydra dove through the air where they snapped with multiple jaws as well as attacked with their teeth, claws and poisoned stinger. Once prey succumbed to either the attack or poison, the beast took the corpse back to its lair where it was torn apart and devoured. They only ever attacked with their claws once they landed and were beginning to feed.

These animals were, however, susceptible to influence or commands from Force-sensitive dark side users. Normally, they did not attack an individual unless cornered or spurned by the will of a Sith Lord. Many of them used their battle hydra as their own personal shocktroopers and it was only on such commands did they ever attack in numbers. Battle hydras were known to be particularly attracted to sites that were strong in the dark side of the Force. It was believed that perhaps these beasts perhaps drew some form of nourishment from these locations.

History

Many centuries ago, the Sith Lord Exar Kun studied the dark Sith sciences within the depths of the planet Yavin 4. His experimentation in the arts of Sith alchemy resulted in the creation of the battle hydra. This alchemical creation was formed as a fierce guardian creature to test his theories. After Kun's death in the Great Sith War, the battle hydras retreated into deep mountain caverns where they dwelt in the shadows. They became a rare sight on Yavin 4. In time, the beasts regressed to typical predator behavior where their small population only emerged from the mountain caves in order to hunt. Normally, they prowled the skies of the steamy jungle moon, though their creator's travels did leave the possibility that some were located on other planets so long as there was an abundant supply of food.

Battle hydras were forgotten for millennia until the early days of Jedi Master Luke Skywalker's Jedi Praxeum. In this time, the dark shade of Exar Kun's spirit summoned the mutated hydras to attack the comatose body of Skywalker. His Jedi students had encountered a variant of the creature that had three heads and possessed no forelegs. The beasts would have succeeded in their goal had Master Skywalker not acted through his nephew Jacen Solo to fight off the animal with a lightsaber. Another swarm of hydras were summoned to complete their master's will but were destroyed when Rogue Squadron pilot Corran Horn borrowed a Z-95 Headhunter. After this event, the New Jedi Order only rarely encountered battle hydras. Without Exar Kun's will to control them, the animals avoided all contact with sentient beings, except for rare attacks on those who seemed to threaten them.

With Exar Kun destroyed, the creatures were believed to either have reverted to their more natural forms or simply to have died out.

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The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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When one of the hydra's heads is asleep, its other head is awake.

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The hydra can make three attacks: two with its bite and one with its claws.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 9 (1d8+5) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Starweirds were a species of incorporeal humanoids found only in space. Tall and gaunt, they possessed long, sharp talons, wild white hair, and glowing eyes. The creatures appeared to spacers repairing their starships in space, or aboard vessels traveling through hyperspace. A starweird would choose a target, and, after being spotted, emit a telepathic scream that caused fear in most individuals. The starweird would then attack its victim. Starweirds were powerful creatures capable of using the Force, and held a strong hatred for Force-users, leading some Jedi to believe that they were apparitions created by the dark side of the Force. During the time of the first conflict fought between the Galactic Republic and the reconstituted Sith Empire, Jedi Master Wyellett saved his Padawan Xerender and many members of the Jedi Council from a famous starweird known as the Starweird Queen.

Biology and appearance

Starweirds were incorporeal, humanoid, Force-using creatures found only in the vacuum of space. They were very tall and extremely gaunt—to the point of almost being skeletal—and wore ephemeral rags that hung from their two arms. Starweirds had long, wild white hair that floated around their heads even when influenced by gravity. The creatures had pale skin that varied slightly in color from one starweird to another, and their faces were desiccated. However, specific accounts of what a starweird's face looked like varied, with many witnesses stating that the creature's face somewhat resembled their own. Starweirds each had a large, toothy mouth and eyes that glowed in a way that some individuals described as eerie. Their arms were bony and ended in hands with three large, sharp, black talons. The species' incorporeal nature made it possible for the creature to resist conventional attacks and pass through solid objects, although force fields still stopped the creatures. They were also fully affected by the use of the Force.

Instead of walking on their two legs, Starweirds hovered or flew silently at a speed that was slightly faster than most bipedal Human-sized species could move. While fairly intelligent, the creatures did not speak or communicate and had no known language. The species was capable of seeing up to twenty meters in complete darkness, although they were unable to distinguish color under those conditions. Starweirds could use the Force powers Drain energy, Force grip, Force lightning, and Force sight. They had no ecological role, and after dying, a starweird left no traces of itself behind.

Behavior

Starweirds would typically appear to spacers repairing their damaged starship in deep space, or manifest aboard a ship traveling in hyperspace. Upon being spotted, starweirds became enraged and released a loud, piercing telepathic shriek that affected creatures within twenty meters. Due to the call's telepathic nature, it could be heard even in the vacuum of space. Their scream often caused listeners to cower in fear or attempt to flee, although some individuals were able to overcome their terror and fight back. After issuing the shriek, the powerful creature would set upon its foe, shredding them with its sharp claws. A starweird would choose one target and focus on that individual. The creatures were noted for having a particular hatred for Force-sensitives, who they would mindlessly concentrate on killing even if there were other creatures present.

History

Starweirds were found solely in deep space. They were considered a mysterious species, and some Jedi hypothesized that they were physical manifestations of the dark side of the Force. However, there was little evidence available that supported the theory. During the first war fought between the reconstituted Sith Empire and the Galactic Republic, the Starweird Queen was a member of the species who was considered to be legendary. The Starweird Queen attacked many of the members of the Jedi Council and a Jedi Padawan named Xerender. The group of Jedi was saved by Jedi Master Wyellett, who was the teacher of Xerender, which caused the Jedi Master to be captured by Imperial forces.

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The starweird can survive in the vacuum of space.

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Force and tech created darkness does not impede the starweird's darkvision.

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The starweird has advantage on saving throws against force powers.

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The starweird is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 31 force points. The starweird knows the following force powers: At-will: denounce, force push/pull, shock 1st-level: curse, sap vitality, sense force 2nd-level: drain vitality, force sight 3rd-level: choke, force lightning 4th-level: drain life

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The starweird can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

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.

The starweird can make two claw attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 3 (1d6) necrotic damage

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.

The starweird releases a terrifying scream. Each creature of the starweird's choice that is within 30 feet of the starweird and aware of it must succeed on a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage plus 21 (6d6) necrotic damage and is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not frightened.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid (human)","environment":"","cr":20,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"darkvision 60 ft., passive Perception 22","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":1,"ability":"dex","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"sur":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","token":{"flags":{},"name":"Jedi Commander","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Oz4o39ACJ0HVOyM2","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":255,"max":255},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDQ2YzMyMjFmY2Uw","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

When Jedi Commander fails a saving throw, he can choose to succeed instead.

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Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

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Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

Jedi Commander knows the following force powers:

At-will: affect mind, feedback, force disarm, force push/pull,

mind trick, saber reflect

1st level: burst of speed, force jump, force throw, heal,

heroism, improved feedback, sense force, slow descent

2nd level: calm emotions, coerce mind, force barrier, force

enlightenment, force sight, rescue, restoration, stun droid

3rd level: force repulse, knight speed

4th level: disable droid, force immunity, freedom of movement

5th level: improved force barrier, telekinesis

6th level: true sight

7th level: destroy droid

8th level: master force barrier

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The Jedi Commander adds 6 to his AC against a melee attack that would otherwise hit him.

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.

Jedi Commander makes three Saber Attacks or casts a force power and makes a Saber Attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 16 (2d10+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NzAyMTQzYTcwMjYz","flags":{},"name":"Leadership (1/Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

.

For 1 minute, the Jedi Commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Jedi Commander. A creature can benefit from only one Leadership die at a time. This effect ends if the Jedi Commander is incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MWRjNTJhYTg4NDRj","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

.

The Jedi Commander can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YmNjYzllOGM2M2Yy","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

.

The Jedi Commander can cast an at-will force power.

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.

The Jedi Commander can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZGVhZjk2ZmRmYzI1","flags":{},"name":"Saber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/340_-_Jedi_Commander/avatar.webp","data":{"description":{"value":"

.

The Jedi Commander makes one Saber attack.

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Average wingspan3 meters
Homeworld

Endor

Condor dragons were flying, carnivorous reptavians native to the craggy cliffs, deserts, and deep woods of Endor's forest moon. They walked on their hind legs and their forearms were used to hold prey. They had bony ridges along their spine, and a wing span of approximately 3 meters.

Though powerful predators, they were not above scavenging for food. They were both nocturnal and diurnal, and, despite their large size, they would only prey on small to medium size creatures, which they captured alive and took back to their caves. They flew off from high buttresses and hunted in a spiral swoop. They attacked with a spine-tingling screech.

They were known to snatch Ewoks right off the backs of their riding ponies, though this was rare as the condor dragons would likely view the rider and pony as one creature, and therefore too large for it to carry. They did not eat ponies, as they were unpleasant to their taste. They did eat giant cave \"spiders\".

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The dragon's movement speed is not reduced while moving with a grappled creature.

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.

The dragon can make three attacks: two with its claws and one with its bite.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Landspeeder

Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also include mounted weapons either at the front of the craft or above and behind the pilot and/or passengers.

Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market before and during the reign of the Galactic Empire.

Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. Cockpit congurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air.

There are many types of landspeeders, from sporty civilian models designed for speed and ashy looks to everyday utility craft that range from small speeder trucks capable of hauling small cargo to massive freighter-like transports that could carry tremendous loads. There are even a number of models built specically for military use.

Cargo Skiff

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The Ubrikkian Industries Bantha-II cargo ski is\ndesigned to transport cargo and is common in\nspaceports and warehouses across the galaxy. It has\none open deck with a simple control station located\nnear the rear of the vehicle that allows it to be piloted\neven by unprofessional laborers or amateurs.\n

\n\t\t\t\t\t

The ski's repulsorlift engines allow it to hover 50\nmeters o the ground while its rear thrust nozzles\npropel the craft forward at a top speed of 250\nkilometers per hour. A pair of steering vanes on the\nrear also provide very limited maneuverability which\nmake it dangerous to travel at a fast speed. They cost\n8,000 credits new.\n

\n\t\t\t\t\t

Most variants are equipped with retractable\nmagnetic lifters and loading ramps. Once onboard the\ncraft, the cargo is held in place by magnetic fasters\nand/or cargo straps. The average Bantha-II is able to\ncarry around 100 tons of cargo, although as many as\n16 seats could be installed on its deck allowing the\nvehicle to operate as passenger transports or even\npleasure craft.

\n\t\t\t\t\t

Among the most common of modications to the\noriginal design is the installment of an enclosed deck\nand pilot station. Military versions have reinforced hull\nand blaster cannons bolted to the front and side\nrailings.

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If a single attack does less than 5 points of damage, the Ski\u0000 takes no damage. If the attack does 5 or more damage, the Ski\u0000 takes damage normally.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and may take two actions if piloted by two creatures. If all pilots present are subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot(s) may take their own action or one of the actions granted by the construct.

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Armor Class: 12 (light plating)

Hit Points: 15

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Armor Class: 12

Hit Points: 25; -25 feet speed per 7 points of damage taken.

If its repulsorlift is destroyed, the ski\u0000 cannot maintain altitude.

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Armor Class: 15 (light plating)

Hit Points: 40

Ski\u0000s typically include a turret only when they are equipped for combat.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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Ranged Weapon Attack +6, Range 120/480 ft., One target. Hit : 16 (3d10) energy damage.

Ski\u0000s typically include a turret only when they are equipped for combat.

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\"Hey! Some moof-milker installed a compressor on the ignition line!\"

- Han Solo

A moof was a creature of the galaxy that had hoofed feet, a thick hide, and secreted milk. There were individuals who milked moofs, which inspired the term \"moof-milker,\" an insult to a person's intelligence. After recovering the Millennium Falcon, Han Solo used the insult in reference to whoever added a compressor to the ship's hyperdrive; in this case, it was Unkar Plutt, the previous owner of the ship.

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If the moof moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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The moof is considered to be a Huge animal for the purposes of determining its carrying capacity.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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The Nightsister is a 13th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 52 force points).

The

Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, sap vitality,

wound

2nd level: affliction, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, horror, improved dark side

tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: improved phasewalk, insanity, siphon life

6th level: eruption, scourge, wrack

7th level: ruin, whirlwind

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"Yzk2OTViZjNlMmMw","flags":{},"name":"Chant of Resurrection (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/387_-_Nightsister_Shaman/avatar.webp","data":{"description":{"value":"

.

While on the planet of Dathomir the Shaman can spend her action to summon 1d4 Nightsister Zombies. The Zombies appear in an unoccupied spaces within 30 feet of the Shaman and remain until destroyed or the Shaman dies. Undead summoned in this way roll initiative and act in the next available turn. The Shaman can have up to 6 undead summoned by this ability at a time.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage.

The target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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\"Those were Imperial Guards, Lando. The Emperor's personal protectors—handpicked from the very best of his forces. Out of millions of soldiers, they are unsurpassed.\"

- Korin Pers, to Lando Calrissian

Founder(s)Sheev Palpatine
HeadquartersGalactic City, Coruscant
Date foundedDuring or prior to 28 BBY
Affiliation
  • Galactic Republic (Office of the Chancellor)
  • Galactic Empire (Galactic Emperor)
  • Jakku Imperial remnant

The Emperor's Royal Guard, also known as the Imperial Royal Guard, the Imperial Guard, or simply the Royal Guard, and under the Galactic Republic as the Red Guard, was an elite unit whose members served as personal bodyguards to the Galactic Emperor. Fully clad in crimson robes and face-concealing helmets, the Emperor's guards were a silent, imposing, and deadly force armed with force pikes. In addition to strict requirements of size, strength, intelligence, and loyalty, only the most skilled soldiers in the Imperial Military qualified for duty in the Royal Guard. The Imperial Royal Guard were also occasionally assigned to provide protection to members of the Imperial Ruling Council and Lord Vader.

The origins of the crimson-clad Royal Guard dated back to the time of the Separatist Crisis, when Supreme Chancellor Sheev Palpatine crafted an order of protectors, named the Red Guard, that stood apart from the cerulean-clad Senate Guard during the Galactic Republic's twilight. Over the course of the Clone Wars, the Red Guard gradually supplanted the Senate Guard and its elite sub-unit, the Senate Commandos, as the chancellor's bodyguards. By the end of the Clone Wars, Palpatine proclaimed himself Emperor of the Galactic Empire. As a result, Senate Guards were completely phased out of service and replaced by the chancellor's Red Guards, who were henceforth known as the Royal Guard.

Emperor Palpatine sealed himself away from the populace throughout his reign. On the rare occasions of his public appearances, he was always accompanied by members of the Royal Guard. In the decades that followed Palpatine's death and the subsequent fall of the Empire, a new order of protectors was crafted by Supreme Leader Snoke of the First Order. Modeled on the Emperor's Royal Guard, the Elite Praetorian Guard consisted of eight warriors who wore ornate crimson armor, wielded an array of melee weapons, and specialized in martial arts.

Description

The Emperor's Royal Guards were reputedly the most skilled warriors in the forces of the Galactic Empire; out of millions of soldiers, Emperor Palpatine's guards were unsurpassed in skill and status. During the era of the Empire, the Royal Guard consisted of conscripts and at least one clone trooper. The qualifications for joining the Guard's ranks included strength, intelligence, and loyalty. Candidates for the Guard had to meet the basic height requirement of 1.83 meters.

In addition to receiving advanced training in many forms of combat, Royal Guards were trained to be unquestionably loyal to Emperor Palpatine. The Emperor's word was considered law and his guards would obey his orders without question or hesitation, even if it meant killing one of their own. The Guards were also among the few beings in the galaxy whom the Emperor trusted with the knowledge of his secret identity as a Sith Lord, knowing they would speak of it to no one, not even among themselves. Due to their little movement, they were sometimes believed to have been droids instead of individuals.

Despite the combat skills of the Royal Guard, the Emperor was confident in his Force powers to the extent that he did not believe he required a bodyguard unit. However, he found over the course of his reign that the crimson-clad guards served well to impress and intimidate those who saw them. Additionally, they served the purpose of defending the Emperor in situations where he did not wish to use his Force powers. As such, he never felt inclined to dispense with them as a unit.

History

Republic era

During the decline of the Galactic Republic, Supreme Chancellor Sheev Palpatine created the Red Guard—a cohort of personal elite bodyguards that stood apart from the rest of his forces, including the cerulean-clad members of the Senate Guard, from which they were handpicked. Over time, Palpatine came to favor his crimson-clad red guards over the blue guards of the Galactic Senate and even the elite Senate Commandos. Armed with force pikes, the red guards' flowing red robes and sleek, featureless scarlet masks blended in with the crimson-walled office of the chancellor.

The red-robed guards for the Supreme Chancellor were in place by 28 BBY. Although the red guards were formed prior to the Clone Wars, Palpatine retained the service of the Senate Guard and commandos during the early period of the pan-galactic conflict. After Captain Faro Argyus of the Senate Commandos revealed himself to be a traitor, the Senate Guard's loyalty was put into question, and Palpatine took the opportunity to expand the Red Guard in the ensuing scandal. When Red Guards were out of uniform, they conducted official visits and covert operations in locations where the Supreme Chancellor was scheduled to visit. The Red Guard also scouted traveling locations, back up routes, handled logistics, and created evacuation plans. On Coruscant, such events may have required thousands of hours of work. The Guard also investigated credible threats against Palpatine, whether they be simply graffiti to HoloNet broadcasts.

By 19 BBY, approximately three years after the First Battle of Geonosis, the Red Guard and Coruscant Guard clone shock troopers had all but supplanted the Senate Guard as the chancellor's protectors.

Imperial era

By the war's end in 19 BBY, Chancellor Palpatine declared himself Emperor of the galaxy and thereby transformed the Republic into the Galactic Empire. Under the new government, the Emperor continued to favor the Imperial Royal Guard, formerly the chancellor's Red Guard, as his personal security force which, in turn, led to the dissolution of the Senate Guard. During the first days of Palpatine's reign, the bodyguards were responsible for the Emperor's security on the galactic capital world of Coruscant. Off-world, however, the Emperor was accompanied by a detachment of shock troopers of the Coruscant Guard. As the years passed, Palpatine sealed himself away from the populace, having discarded his facade as a friendly, kind-hearted politician in order to fully embrace his true identity as Darth Sidious, Dark Lord of the Sith. On rare occasions he would make a public appearance, but always in the company of the Royal Guard.

During the early years of the Empire, a division of the Royal Guard was stationed in the Inquisitorius Headquarters—a skyscraper located in the Industrial District of Coruscant—which served as a training facility for the Emperor's Jedi hunters, known as the Inquisitorius. In 14 BBY, several Royal Guards accompanied Sidious and his apprentice, Darth Vader, to Ryloth where the Lords of the Sith sought to lure the Free Ryloth movement out of hiding. Most of the guardsmen were killed when Vader's shuttle crash-landed in the planet's equatorial forest. Two guards, Sergeant Erstin Deez and a captain who once served in the Grand Army of the Republic as a clone trooper, survived the crash along with Vader and his Sith Master. The captain was later killed by lyleks, but Deez was able to survive long enough for Moff Delian Mors' Imperial troops to rescue the Sith.

A trio of Royal Guards were stationed aboard the Chimaera, flagship of the Seventh Fleet led by Grand Admiral Thrawn, during the liberation of Lothal. The Emperor commanded the men to execute Padawan Ezra Bridger, having failed to use the young Jedi in his plan to control the world between worlds. Using modified pikes with magnetic clamps to subdue their Force-sensitive target, the guards held Bridger still while a squad of stormtroopers attempted to shoot him. However, Bridger used the Force to hurl several boulders and rocks from a stolen piece of the Lothal Jedi Temple at his attackers, crushing them.

Although the Emperor's safety was the primary responsibility of the Royal Guard, Sidious did not make exclusive use of them. In 0 BBY, two Royal Guards were stationed in Fortress Vader on Mustafar. They acted as sentinels protecting the Sith Lord while he rested in his bacta tank. During the Galactic Civil War, Guards were often used in battle as assassins, armed with force pikes, vibroblades, and many other concealed weapons. Following the Battle of Yavin, two Royal Guards were stationed aboard the Emperor's luxury yacht Imperialis while it was undergoing a refit at Sienar Fleet Systems' Orbital Shipyard CC-24 above the planet Castell. They guarded the vessel's central chamber which stored several Sith artifacts including the mask of Lord Momin. After Lando Calrissian and his companions stole the Imperialis, one of the guards stabbed Lobot with a vibroblade. The guards were then killed by the alien clone warriors Aleksin and Pavol. Korin Pers discovered that the guards had been corrupted by the dark side of the Force.

In 4 ABY, several Royal Guards accompanied the Emperor to the second Death Star orbiting the forest moon of Endor. Prior to the arrival of the Rebel Alliance Fleet, the Emperor dismissed the Guards from his throne room, leaving Sidious alone with Vader and the latter's son, the Jedi-aspirant Luke Skywalker. As a result, the guards were not present to protect the Emperor when Vader turned against his Master in a last-ditch effort to save his son's life. With the Emperor's death and the victory of the Alliance, the Battle of Endor was a turning point that marked the beginning of the end for the Empire.

Royal Guards were stationed at the Palpatine Archive in the Coruscant system, and attempted to stop the thieving Calrissian and Jaxxon, who were after the Totem of Saglanost shortly after the Empire's debacle at Endor.

New Republic era

The Royal Guard continued to serve the Empire despite the loss of their Emperor, serving as bodyguards for several high-ranking Imperial officers such as General Jylia Shale and Grand Admiral Rae Sloane. Two Royal Guardsmen acted as Shale's security detail at the emergency summit on Akiva; another two Guards escorted Sloane to the New Republic capital of Chandrila in 5 ABY, where the Grand Admiral sought to negotiate an end to hostilities between the Empire and Republic. To Sloane's surprise, the Empire's overtures of peace were a ruse for launching a surprise attack on Chandrila, orchestrated by Fleet Admiral Gallius Rax. During the attack, Sloane's Royal Guards attacked and killed several New Republic Senate Guards who escorted the Imperial entourage to the peace summit.

Shortly after the attack on Chandrila, a faction of Imperial soldiers rallied to the barren world of Jakku under Rax's leadership as Counselor to the Empire. One of the soldiers in Rax's army was a Royal Guard, who ultimately perished during the Battle of Jakku. The guard who fell at Jakku was survived by his sister, Arliz Hadrassian, an agent of the Imperial Security Bureau. Hadrassian went on to become the leader of the Amaxine warriors by 28 ABY, roughly two decades after the Empire capitulated to the Republic. By then, she had sold her late brother's Royal Guard helmet to Senator Ransolm Casterfo, a Centrist politician with pro-Imperial views.

Legacy

The legacy of the Emperor's Royal Guard inspired the formation of the Elite Praetorian Guard. Like the royal protectors who guarded Sidious during his reign over the Empire, the Praetorians functioned as the elite personal bodyguards of Supreme Leader Snoke, ruler of the First Order. Consisting of eight sentinels trained to protect the Supreme Leader from any threat, the Praetorians were equipped with various melee weapons and ornate crimson armor deliberately echoing the equipment used by the Royal Guard. In 34 ABY, the Praetorians attacked Rey and Kylo Ren after the latter assassinated Snoke, resulting in a battle in which all eight guards were killed by the Master of the Knights of Ren and his one-time Jedi ally, allowing the former to take the Supreme Leader title.

By 35 ABY, when Palpatine resurfaced on the ancient Sith world of Exegol, the Sovereign Protector Sith troopers had taken over the role as the Emperor's Guard. When Rey and Ben Solo confronted the Sith Lord during the Battle of Exegol, the Sovereign Protectors attempted to protect their master, but were killed by the two Jedi.

Equipment

Royal Guards were completely covered in flowing blood-red robes and featureless scarlet masks that concealed their faces. There existed a variant of the uniform that lacked the robes and ceremonial helmet in favor of light armor, utilized by guards aboard the Imperial Star Destroyer Chimaera. They wielded electrostaffs and force pikes, a staff-like weapon with a vibro-edged head. Additionally, their robes hid a heavy blaster pistol, a vibroblade, and various other weaponry. When on the battlefield, Royal Guards would abandon their traditional weapons in favor of an arsenal better suited for combat, including the T-21 light repeating blaster, Smart Rocket, and the homing shot.

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The Imperial Royal Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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The Royal Gard adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and be wielding a melee weapon.

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The Imperial Royal Guard makes two attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 9 (1d10+4) kinetic damage plus 14 (4d6) lightning damage.

On a hit, the target must then succeed on a Constitution Saving Throw (DC 17) or become stunned.

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ManufacturerVarious
TypeDefensive emplacement artillery

A hidden turret was a blaster turret emplacement used to defend an area and surprise unaware enemies.

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

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While the turret is inactive, it is indistinguishable from an ordinary section of floor, wall, or ceiling.

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The turret uses its Intelligence modifier for attack, damage, and initiative rolls. Intelligence (Investigation) and Wisdom (Perception) checks made to identify an inactive turret are made with disadvantage.

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 7 (1d10+2) energy damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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

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When the Mandalorian attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

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The Mandalorian deals one extra die of damage with its weapons and equipment and saving throws with explosives have an additional +2 to the DC (included in the attack).

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Activating or deactivating the jetpack requires a bonus action and, while active, the Mandalorian has a flying speed of 40 feet.

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The Mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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While wearing medium armor, the Mandalorian adds +1 to its AC (included).

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The Mandalorian chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes, once per round it deals 4 (1d8) additional damage to its quarry. Additionally, the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"Yzk1NzlmOGVmYWM2","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

If The Mandalorian fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MGZjZTA4MWZmMGRk","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Mandalorian halves the damage that it takes from an attack that hits it.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"M2JiMTNkMDlmMjUy","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Mandalorian makes three carbine rifle attacks and uses either its thermal detonator, wrist flamer, or wrist missile, if available.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"YTgxYWFhZDM4MmFi","flags":{},"name":"Carabine Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

.

Rapid 3; one target within range must succeed on a Dexterity saving throw (DC 21) or take 20 (3d8+7) energy damage.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":-2,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"Yzg3MmUzZDhmMzRj","flags":{},"name":"Jetpack Rocket (1/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +13, Range 80/320 ft., One target. Hit : 17 (3d6+7) kinetic damage.

Each creature within 10 feet of the target must make a DC 15 Dexterity saving throw, taking 10 (3d6) kinetic damage on a failed save, or half on a successful save.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"NTM2YjYzNzkzYTA5","flags":{},"name":"Thermal detonator (4/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage plus 10 (3d6) fire damage.

The Mandalorian throws a grenade at a point within 40 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) fire and 10 (3d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"MTFjNjVhNjFjM2Yw","flags":{},"name":"Wrist Flamer (3/Day) ","type":"feat","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

.

Each creature in a 15-foot cone or a 30-foot line must make a Dexterity saving throw (DC 15). A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. Any flammable objects in the area that aren't being worn or carried are ignited.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"MzFhNmUyMGVlYjgy","flags":{},"name":"Wrist Missile (3/Day)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/278_-_Legendary_Mandalorian_Bounty_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +12, Range 30/120 ft., One target. Hit : 14 (2d6+7) kinetic damage.

Each creature within 5 feet of the target must make a DC 15 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save, or half on a successful save.

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.

The Mandalorian can move up to his speed without provoking opportunity attacks.

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.

The Mandalorian makes one carbine rifle attack.

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.

The target is grappled. On the target's turn, it can use an action to make a Strength saving throw (DC 15) to attempt to break the wire.

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\"Good girl.\"

- Obi-Wan Kenobi to Boga

DesignationNon-sentient
ClassificationReptavian
Subspecies
  • Deathspine varactyl
  • Dwarf varactyl
  • Pijal varactyl
Average height4 meters at the shoulder
Average length15 meters
Average mass1.150 kilograms
Skin color
  • Green in females
  • Orange in males
Feather color
  • Blue and green in females
  • Brown in males
Homeworld
Utapau
Diet
Herbivore

Varactyls, also known as Dragonmounts, were reptavian herbivores native to the planet Utapau, though some specimens found their way to worlds such as Kashyyyk and Belsavis.

Biology

They had beaked faces and long, powerful tails that could stretch to 10 meters. The varactyl's flexible neck supported its armor-plated skull, and both male and female dragonmounts had crests and a ridge of mid-body spines displayed during courting. While females sported blue-green plumage and skin, males were mostly dull shades of orange and brown. Most important were the varactyl's five-toed feet. Not only could a varactyl run very fast, but their feet were adapted with tiny hairlike structures that allowed them to climb the rocky walls of Utapau's sinkholes. This marked the varactyl as an excellent mount for the native Utapauns.

A varactyl's vocalizations were short, loud hooting calls.

Varactyls were very intelligent creatures who long remembered previous riders. The varactyl's reaction to a rider depended on how that rider had treated it previously: it would be loyal and affectionate to a good rider, but hostile and dangerous to an abusive one.

Varactyl subspecies included the dwarf varactyl, varactyl venomblade, varactyl preystalker and deathspine varactyl. It could be related to the Nos monster on Utapau.

History

Long ago, the stunted Utai learned to tame wild varactyl and still served as wranglers for the dragonmounts, acting as keepers of both varactyl and their flying dactillion cousins. Varactyl were known to be loyal and obedient steeds. Riding a varactyl was reportedly similar to riding the speedy suubatars of Ansion. Both creatures were fitted with high-backed saddles for their riders.

In order to track down General Grievous, Obi-Wan Kenobi used a particularly swift and loyal varactyl named Boga. In record time, Boga reached the tenth level of Pau City, and engaged General Grievous in his wheel bike in a furious chase through the city.

Commander Cody carried out Palpatine's Order 66 by ordering an AT-TE's gunner to fire upon Boga and Obi-Wan; however, the AT-TE's cannon blast hit a wall near them, and the two plunged to the grotto below.

Many years before the Galactic Civil War, someone had brought a live varactyl egg to Kashyyyk. When the egg was subsequently lost, it hatched, and soon dozens of varactyl populated a section of jungle on the Wookiee homeworld. As varactyls are not known to be able to reproduce asexually, how this happened is unknown.

A large number of varactyls once attacked the Wookiees of the Kerritamba Village. After they had finally fended off the attacks at the Great Tree, the Wookiees drove the varactyls out of the Kkowir Forest.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":0.5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":100},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 11","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/131_-_Varactyl_2C_Adult/avatar.webp","token":{"flags":{},"name":"Varactyl, Adult","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/131_-_Varactyl_2C_Adult/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Pt3QdmunpnR0DBEF","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":19,"max":19},"bar2":{"value":11,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmM3YzNkYTZkNzg2","flags":{},"name":"Trampling Charge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/131_-_Varactyl_2C_Adult/avatar.webp","data":{"description":{"value":"

If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} +{"_id":"PzTBQ6g3B8MsChgT","name":"Imperial Shadow Guard","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":1,"min":3,"mod":1,"save":5,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":19,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered battle armor"},"hp":{"value":118,"min":0,"max":118,"temp":0,"tempmax":0,"formula":"15d8+45"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":118,"min":0,"max":118},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"
Founder(s)Darth Sidious
Leader(s)
  • Darth Sidious
  • Darth Vader
Location(s)
  • Coruscant
  • Death Star
Date foundedc. 29 BBY
Affiliation

Galactic Empire (Stormtrooper Corps, Emperor's Royal Guard)

The Emperor's Shadow Guard was an organization of elite, Force-sensitive soldiers recruited from the defeated remnants of the Sun Guard and Jedi Knights who fell to the dark side. They served the Galactic Empire during the Great Jedi Purge. They were trained by Darth Vader.

Characteristics

Few Imperials knew the true origins of the mysterious and powerful Shadow Guard, an elite special operations unit within the Emperor's Royal Guard. They were silent and enigmatic warriors that received orders directly from Emperor Palpatine himself and were often sent to eliminate suspected Jedi and other Force users. When necessary they would also be put under the supervision of Darth Vader. The job of the Emperor's Shadow Guard was mainly to guard the Emperor, also known as Darth Sidious.

These guardsmen demonstrated Force powers of their own which led many to suspect that they were in fact former Jedi that had been captured, tortured and brainwashed by Palpatine, but this was a rumor that was never proven. The Shadow Guards commanded a great level of respect within the Empire's ranks and often led quartets of Imperial Stormtroopers into battle against the Emperor's most hated foes. Shadow Guard members were always guarded by their own detail made up of Imperial Navy Commandos or stormtroopers, or in certain cases, members of the standard Royal Guard, although they were easily defeated during their battles with Starkiller.

They were capable of using a range of Force abilities such as Force lightning, Force Repulse, Force Push, Force Choke and Force Maelstrom.

History

Near the end of the Clone Wars conflict, the Sith apprentice Count Dooku ordered his minion Asajj Ventress to execute most of the Sun Guard organization. Several of the more devoted Sun Guards were placed in Palpatine's Red Guard, later to join his Royal Guard. Those who were Force-sensitive were selected as candidates for the Emperor's Shadow Guard.

In about 17 BBY, two members of the Shadow Guard were sent to a Golan space defense platform in orbit of the planet Byss, to serve Inquisitor Valin Draco as part of a training mission. The station was attacked by the Alderaanian Resistance during the Battle of Byss and the Shadow Guards fought against a number of Resistance agents that had boarded the station.

The Shadow Guard were used during operations in 2 BBY, in attempts to silence Darth Vader's rogue Sith apprentice, Starkiller.

A lone Shadow Guard, along with several Imperial Navy commandos was sent to Nar Shaddaa when Starkiller tried to find Jedi Master Rahm Kota at a local bar called the Undertow, where he had caused a commotion in searching for information as to Kota's whereabouts. The Shadow Guard was killed when Starkiller used a Force Maelstrom to blow him out of the bar. Having extinguished this threat, Starkiller headed to Cloud City on Bespin.

Four other Shadow Guards were sent to Cloud City with a squad of stormtroopers to assassinate both Starkiller and Master Kota but were forced to fight Starkiller in several duels, one of which where their bolts of Force lightning collided in a battle of wills whereas. Despite all the efforts to move the ball of energy towards their opponent, Starkiller easily overpowered the guard. The last guard was then hit with both Starkiller's bolt and his own killing him instantaneously.

At least one was stationed on Kashyyyk and tried to prevent Starkiller from getting near the Imperial skyhook, but he was subdued and killed by the aspiring Sith pupil, who ran him through with his own lightsaber pike.

At least one was found on Raxus Prime in the Imperial Ore Facility, though this was actually PROXY using a program based on a Shadow Guard to try to kill Starkiller. Later, the young apprentice actually encountered a real Shadow Guard at the Ore Cannon Control. He met his end when Starkiller trapped him in a Force Grip and threw him into the ore cannon, incinerating him.

A final known Shadow Guard led the last line of defense of Palpatine's watchtower on the Death Star I, this one backed by a quartet of Royal Guards wielding lightsaber pikes. The guard was grappled by Starkiller, who broke his neck and killed him.

Equipment

Their appearance was identical to the Royal Guard, except that their armor and visor colors were inverted, with the full body armor and robe being black and the visor red. The armor provided them a great deal of protection making it both functional as well as ceremonial in purpose.

Their primary weapon was a lightsaber pike with a red beam extending from the tip of the weapon. In addition to this, their equipment included a heavy blaster pistol as well as a utility belt which included a medpac. Furthermore, they possessed a comlink which was long range, encrypted and miniaturized as well as including holo capability. Sometimes they carried cloaking devices.

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.

The Imperial Shadow Guard makes two attacks.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 7 (1d6+4) energy damage

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Speeders

A speeder is any hovering high-speed ground vehicle\nthat uses anti-gravity repulsorlift technology and\noperates within a planet's atmosphere. Examples\ninclude landspeeders and airspeeders, which were not\nstrictly repulsorcraft as they did not hover above the\nground. Some speeders have afterburners that enable\nhigh-speed ight. Airspeeders are able to y at\naltitudes higher than landspeeders, some reaching\nheights of more than 250 kilometers. 

\n\t\t\t\t
\n\t\t\t
\n\t\t

Landspeeder

Low-power repulsorlifts allow most landspeeders to\nconstantly hover one to two meters above the ground,\nboth when stationary and while traveling. Turbine jet\nengines are responsible for propelling the vehicle\nforward. Some landspeeders also include mounted\nweapons either at the front of the craft or above and\nbehind the pilot and/or passengers.\n

\n\t\t\t\t\t

Hundreds of designers, manufacturers and models\nexist throughout the galaxy, though the SoroSuub\nCorporation dominated the landspeeder market\nbefore and during the reign of the Galactic Empire.\n

\n\t\t\t\t\t

Most landspeeder models are capable of carrying\none or more passengers, and top speeds vary between\n100 and 250 kilometers per hour. Most models are\nbetween 3 to 8 meters in length. Cockpit congurations\non many models feature retractable windshields and\ncanopies that allow the driver and passengers to be\neither fully enclosed, or open to the air.\n

\n\t\t\t\t\t

There are many types of landspeeders, from sporty\ncivilian models designed for speed and ashy looks to\neveryday utility craft that range from small speeder\ntrucks capable of hauling small cargo to massive\nfreighter-like transports that could carry tremendous\nloads. There are even a number of models built\nspecically for military use.

X-34 Landspeeder

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

The X-34 is a civilian landspeeder of mundane design\nproduced by SoroSuub Corporation. Built with a\npowerful repulsorlift engine augmented with three air-\ncooled thrust turbines, the X-34 hovers up to a meter\no the ground during operation. The vehicles are\ncapable of crossing rough terrain, and are well-suited\nfor harsh desert climates. Available in open-air or\nsealed cockpit designs, the speeders lack any form of\ncombat capability in the form of weapon mounts or\narmor. The X-34 is fast, if fairly nondescript in\nappearance, and measures 3.4 meters in length. X-34 landspeeders utilized by the\nRebel Alliance were retrotted with\nblaster cannons. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/avatar.webp","token":{"flags":{},"name":"Landspeeder, X-34","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"QD8R1RN98px8N9cf","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":45,"max":45},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OGJlOTdhZjM5ZWE3","flags":{},"name":"Quick Escape","type":"feat","img":"systems/sw5e/packs/Icons/monsters/413_-_Landspeeder_2C_X-34/avatar.webp","data":{"description":{"value":"

The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ffects that would deal ion or lightning damage.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

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As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

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The Jedi has advantage on saving throws against poison and disease.

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The jedi deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the jedi doesn't have disadvantage on the roll.

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On each of its turns, the Jedi Infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

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If the Jedi Infiltrator is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fail

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The Jedi Infiltrator is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 33 force points).

The

Jedi knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect,

saber throw

1st level:battle precognition, force jump, force mask, force

propel, slow descent

2nd level: calm emotions, force camouflage, stun, stun droid

3rd level: telekinetic storm, knight speed, sever force

4th level: disable droid, improved force camouflage

5th Level: telekinesis

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When a creature makes a melee attack roll against the jedi, it can use it’s reaction to jump 10 feet in a direction of it’s choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks.

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.

When the Jedi makes three lightfoil attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) energy damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

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If the Jedi surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

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The Jedi can use a bonus action to take the Dash, Disengage, or Hide action.

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The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo it's proficiency bonus to make an additional two-weapon fighting attack, also without it's proficiency bonus.

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If the Fallen Jedi is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Fallen Jedi primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

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The Fallen Jedi is a 12th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 36 force points).

The Fallen

Jedi knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect

mind, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, phase strike, hex

2nd level: stun droid, phasewalk, darkness

3rd level: dark aura, knight speed, sever force, force repulse,

choke

4th level: improved force camoflauge

5th level: telekinesis

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MTk4MjAyNWZhY2Y5","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

The Jedi adds 4 to her AC against one melee attack that would hit her. To do so, the Jedi must see the attacker and be wielding a melee weapon.

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.

The Jedi makes three lightfoil attacks or two lightfoil attacks and two offhand lightfoil attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 19 (3d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"NGUyOGQ0YWJlMzlk","flags":{},"name":"Offhand Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/323_-_Mirialan_Fallen_Jedi/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000}]} +{"_id":"QUxnfEFUPkMUASs5","name":"Trooper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"light battle armor"},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8+4"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"They'll do their job well. I'll guarantee that.\"

- Jango Fett

Organization type
Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Republic Military)

Clone troopers, also known as Republic troopers, Republic troops, Republic soldiers, and nicknamed the \"Boys in White,\" were highly trained soldiers in the Grand Army of the Republic. Representing the future of galactic warfare, clones were designed to be far superior to battle droids. During the last years of the Galactic Republic, clones formed the backbone of the Republic Military that waged war against the droid armies of the Confederacy of Independent Systems. The Clone Wars was named after the Republic's clone army, which became symbolic of the conflict that had spread throughout the galaxy after a millennium of peace.

Clone troopers were grown on the planet Kamino at the request of Jedi Master Sifo-Dyas, having secretly commissioned the Kaminoans to build an army for the Republic. After his death, the project was taken over by the Sith. Clones were modeled on a human template, the bounty hunter Jango Fett, although their genetic structure was modified to make them less independent and more docile than their progenitor. They were also designed to age at twice the rate of natural humans, accelerating their growth and making them ready for combat in a decade's time. As the Separatist Crisis gave way to open war, the Galactic Senate empowered Supreme Chancellor Sheev Palpatine to call the clone troopers into action, leading to their debut on the battefield of Geonosis. For three years, clones fought the Separatist droids on all fronts across the galaxy. They were loyal to their Jedi Generals and the Supreme Chancellor; though some clones questioned their service, leading to isolated cases of desertion and treason, most were proud to serve the Republic as it was the only life they had ever known.

Galactic history was forever changed by a hidden control chip implanted in every clone. Chancellor Palpatine, discovered by the Jedi to be the Sith Lord Darth Sidious, issued Order 66—calling for the annihilation of the Jedi Order. With the Jedi labeled as enemies of the state, the clones turned against their generals, slaughtering them across worlds and inside the Jedi Temple on Coruscant under the stewardship of the Sith Lord Darth Vader. Sidious subsequently assumed absolute power as the self-proclaimed Emperor of the Galactic Empire. Clones initially served as Imperial stormtroopers in the New Order, but were soon replaced by human conscripts. Their armor, weapons, and training inspired generations of white-armored warriors, especially the First Order stormtroopers who were also trained from early childhood to become super-soldiers.

History

Origin

\"They are totally obedient, taking any order without question. We modified their genetic structure to make them less independent than the original host.\"

\"And who was the original host?\"

\"A bounty hunter called Jango Fett.\"

- Lama Su and Obi-Wan Kenobi

Years before the Invasion of Naboo, Jedi Master Sifo-Dyas came to believe that the galaxy would soon become engulfed by war. He therefore advocated for the creation of an army to ensure the defense of the Galactic Republic, but his views were ultimately rejected by his peers and he was cast out of the Jedi High Council. Undeterred by the lack of support from the other Jedi, Sifo-Dyas secretly contacted the Kaminoans—a species of experts in cloning, native to the planet Kamino—and commissioned them to create an army of clone soldiers for the Republic without authorization from either High Council or the Galactic Senate.

Shortly afterward, Sifo-Dyas was killed by the Pyke Syndicate at the behest of the Sith, resulting in the Sith's takeover of the clone trooper project. Darth Tyranus, the apprentice of the Sith Lord Darth Sidious, recruited the bounty hunter Jango Fett to become the genetic template of the clone army. Various modifications were made to the Fett genome so that the clones would grow faster and be more susceptible to following orders. Hyper-aggressive and volatile tendencies were tailored; the Kaminoans resorted to growth acceleration in order to create mature clones in half the time a human took to reach maturity. Fett's genetic structure was further modified to make the clones less independent and more docile than their template. However, the clones were also designed to be capable of creative thinking, making them far superior to battle droids according to Prime Minister Lama Su. In addition to Fett's financial compensation, the bounty hunter requested an unaltered clone for himself. As a result, the clone known as Boba Fett was created without the genetic modifications that caused the other clones to grow faster and obey orders without question. Jango became a near-mythologized figure, and clones came to view him as their father figure. However, the bounty hunter himself had no pride in the army, stating they were the cloners' creation and viewing them as livestock made to be cannon fodder.

Although the Kaminoans believed that the army was meant to serve the Republic, the Sith intended to use the clone troopers as their secret weapon against the Jedi Order. The clone army's true purpose was to exterminate the Jedi, and to that end an organic inhibitor chip was implanted into the brain of every clone trooper at the third stage of their development, of which at least one failed in clone trooper Tup, causing him to kill a Jedi beforehand. Officially, the chips were supposed to make the clones less aggressive and independent than Jango Fett. The significance of the inhibitor chip was supported by the assertion that a clone would become mentally unstable and dangerous to everyone around him if his chip was damaged or surgically removed. The chips were, in fact, created to compel the clone troopers to execute Order 66—a secret protocol that authorized the destruction of the Jedi Order.

Each clone trooper had an identifying code inserted in his left wrist. During the Clone Wars, the codes were linked to the file of every individual trooper in the Republic's military database. The files, which could be accessed by an astromech droid via the scanning of a clone's identifying code, contained the clones' designation, rank and overall service record, as well as any specialized training and the units that he was affiliated with. Most clones also shared their template's dark-brown eyes, black hair, and olive skin. While there were some genetic variations, most of these clones would ultimately remain confined to Kamino, being embarrassments or case studies.

Within a decade after Sifo-Dyas commissioned the creation of the clone army, the first two-hundred thousand units were ready with a million more underway. Around the same time, the Jedi Knight Obi-Wan Kenobi discovered the clone project on Kamino and duly informed the Jedi Council. By then, the galaxy was on the verge of a civil war between the Republic and a secessionist movement that ultimately formed the Confederacy of Independent Systems. Since the Jedi lacked sufficient manpower to guard the entire Republic, the Senate resolved to grant emergency powers to the executive branch. As a result, the clone troopers were formally organized into the Grand Army of the Republic by Supreme Chancellor Sheev Palpatine—the elected leader of the Senate and public persona of Darth Sidious, Dark Lord of the Sith.

Clone Wars

Soldiers of the Republic

\"I have to admit that without the clones, it would have not been a victory.\"

\"Victory? Victory you say? Master Obi-Wan, not victory. The shroud of the dark side has fallen. Begun the Clone War has.\"

- Obi-Wan Kenobi and Yoda

Clone troopers were deployed into battle for the first time on the planet Geonosis, where twelve Acclamator-class assault ships supplied by Kamino were loaded with two battle armies, or 192,000 troops. Under the leadership of the Jedi, the Grand Army of the Republic forced the Separatist Droid Army into full retreat and consequently won the first battle of the Clone Wars. In the wake of the Republic victory on Geonosis, Count Dooku—the alter ego of Darth Tyranus—rallied a growing number of dissenting worlds to the Separatist cause, further dividing the Republic and forcing the clone troopers to fight the war on all fronts across the galaxy.

Throughout the conflict, clone troopers continuously demonstrated extreme loyalty to the Galactic Republic, especially their Jedi Generals and the Supreme Chancellor. Yet while the clones were conditioned to be absolutely obedient, every clone developed his own unique identity. Though encouraged to identify with their cohort, the clones received no time to form friendships beyond a soldier's bond. Insufficient or rushed field care led some clone veterans to have deep, physical scars. These soldiers wore their scars with pride, and some refused rehabilitative treatment to remove them.

The distinction between each clone ranged from loyal units, such as Clone Commander CC-2224 \"Cody\" and Clone Captain CT-7567 \"Rex,\" to a minority of clones who proved to be disloyal or uncommitted to the Republic's cause, such as Clone Sergeant \"Slick.\" Regarding service as slavery, Slick betrayed the Republic by accepting bribes from the Separatists and was therefore arrested as a traitor by the Grand Army. Another clone trooper displayed aberrant behavior by deserting the Grand Army and becoming a farmer under the name \"Cut Lawquane.\" For the most part, however, the clones found pride in their purpose as soldiers, and many continued to sacrifice their lives for the Republic. The clones fought alongside the Jedi and each other, and clone troopers viewed each other as brothers. While admirable, this quality could keep them from seeing the bigger picture and make them willfully ignorant of the Republic's politics. In particular, clones tended to view their fellow soldiers as family, fallen comrades as ancestors, and new recruits as descendants. Troopers also tended to see their barracks or starships as places of work.

As the Clone Wars dragged on, the stress of combat and high casualties caused cracks and strains among the ranks of the clone soldiers. Personality quirks, once considered harmless or even essential to their mental development, began to express themselves in extreme and polarizing ways. Each unit created their own rituals, small ways to identify squad mates, those from the same company, and veterans of specific campaigns. A soldier that talked about \"cracking that crystal\" identified themselves as a veteran of Christophsis and the assault on Crystal City, while an officer calling targets \"bugs\" revealed he fought in the hives on Geonosis. While many clones respected a soldier with a different background, some felt separated by time, space, and the unique aspects of their struggle.

Though the vast majority of clones remained loyal to the Republic over the course of the three-year conflict, as time progressed a small number began to question their strict obedience. Naive new clones fresh from the clone tanks found themselves fighting alongside veterans with years of combat experience, the deaths of comrades, objectives gained and failed, and the often-ineffectual civilian Republic leadership. Consequently, some veterans developed a skepticism of Republic bureaucracy that shocked even the most cynical of rookie clones. Unlike most \"natural\" species where youth question their elders, it was the older clones of the Grand Army of the Republic who found themselves questioning their values and traditions. These clones still found comfort in the company of their brothers, but life no longer seemed as cut and dry to them.

Public image

\"Valiant men, the clones have proven to be. Saved my life and yours they have many times. Believe in them we must.\"

- Yoda

Throughout the Clone Wars, clone troopers featured prominently in propaganda sponsored by both the Republic and Separatist media. Through the Commission for the Protection of the Republic, a populist organization commonly known as COMPOR, clones were portrayed as the public face of the Republic's war effort, resulting in the publication of patriotic artwork such as Unite and Support the Boys in White. The posters expressed patriotism and civic duty to the citizens of the Republic. Part of a large outreach campaign, clone troopers became the symbol of the war effort, largely replacing the Jedi of previous years. Projecting strength and unity, they reminded citizens that their sacrifices were funding peace through military might.

Such messages were intended to ingrain the image of the clone trooper as brave soldiers risking all for freedom, democracy and the Republic. Although COMPOR also wanted to use the Jedi Order as a tool for propaganda, Chancellor Palpatine advised against this course of action, citing sympathy for the Jedi's reluctant acceptance of their new role during wartime. As a result, very few examples of pro-Jedi messages exist as COMPOR devoted their full attention to promoting support for the clone troopers as well as loyalty to the Republic and, in particular, Chancellor Palpatine.

By contrast, the Confederacy of Independent Systems decried the clone army as a biological abomination—an inhumane practice in which weaponized embryos were carried to artificial term and turned into disposable killing machines. The Separatist cause was, therefore, portrayed as the more \"humane\" approach due to the Confederacy's use of battle droids. As the war carried on, more Republic citizens became disillusioned with the seemingly endless conflict, allowing Separatist and anti-war propaganda to take root in the Republic's territory. Widespread discontent began to erode the clones' public image despite COMPOR's efforts; even their civilian-coined nickname \"Boys in White\" backfired as anti-war activists pointed to the fact that the clones were barely thirteen years old by the third year of the Clone Wars.

Order 66

Sith conspiracy

\"I like a good mystery.\"

\"Yeah? You ever hear the one about the people engineered to kill, engineered to kill their best friends, their leaders, and they don't even know it?\"

- Jay Igno and CT-5555[src]

Near the end of the war, Order 66 was nearly discovered by the Jedi. CT-5385 \"Tup\" was a clone trooper in the 501st Legion who became mentally unstable when his inhibitor chip malfunctioned during the Battle of Ringo Vinda, causing him to kill Jedi General Tiplar. This premature execution of Order 66 resulted in an investigation by the Republic, the Jedi, and the Kaminoans. The Sith also took an interest in the matter; Count Dooku—whom Lama Su and Nala Se knew only as \"Tyranus,\" their secret benefactor—instructed the Kaminoans to prevent the Jedi from discovering the true purpose of the inhibitor chips. Tyranus was also disturbed by the degree of individuality that the clones displayed in spite of their psychological conditioning; Nala Se believed that the Jedi were responsible for encouraging greater creative thinking in the clones. Nevertheless, she was certain that, with the exception of Tup's damaged chip, the rest of the chips would function according to their design.

During the investigation, ARC trooper CT-5555 \"Fives\" became increasingly convinced that the inhibitor chip was part of a conspiracy against the Republic and the Jedi. Against Nala Se's advice, he was allowed to plead his case to Chancellor Palpatine. However, their meeting led the ARC trooper to believe that the Chancellor was involved in the conspiracy, although he was unaware of to what extent. Jedi Master Shaak Ti witnessed Fives's attempt to assassinate the Chancellor and prevented him from succeeding. Soon after his escape from the Grand Republic Medical Facility, Fives, who was trying to warn Jedi General Anakin Skywalker and Captain Rex, was cornered by the clone shock troopers of the Coruscant Guard and executed by Commander CC-1010 \"Fox\", commander of the Coruscant Guard. The investigation falsely concluded that Tup's chip was infected by a rare parasite native to Ringo Vinda and Fives succumbed to madness after removing his own chip on Kamino.

Shortly before dying, Tup and Fives—both of whom had their chips removed—described Order 66 as a mission that they repeatedly experienced in their nightmares. With their deaths and the removal of any evidence that could alert the Jedi to the existence of Order 66, the Chancellor convinced the Jedi Council that the clone troopers did require their inhibitor chips. Still, Rex, who had held Fives as he died, submitted a grievance report, where he stated the inhibitor chips could have an alternate purpose. While he was not sure if he believed it and knew the report would be ignored, Rex believed he owed it to Fives to record what he had learned.

The death of Fives did not completely ensure the secrecy of Order 66, however. The Jedi Council began inquiring into the specific circumstances regarding the mysterious death of Sifo-Dyas, the founder of the clone army. Alarmed by the Jedi's interest in the matter, Darth Sidious tasked his apprentice with the responsibility of eliminating any remaining loose ends that could connect the Sith with the creation of the clones. Darth Tyranus journeyed to the planet Oba Diah and killed Minister Lom Pyke of the Pyke Syndicate, but not before the Pyke revealed to the Jedi that Tyranus and Dooku were one and the same.

The Jedi Council was disturbed by the revelation of the Sith Order's involvement in the creation of the clones. Yet in spite of their suspicions regarding the reasons the Sith would provide the Jedi with an army, the Council ultimately chose to conceal their findings from the public and the government, fearing that such a discovery would undermine public confidence in the war. Moreover, Grand Master Yoda defended the clones' integrity to his peers, believing that the Jedi could trust in their loyalty as they had saved their lives many times and had proven worthy allies.

Fall of the Jedi

\"How widespread is this?\"

\"Ahsoka, it's all of us. The entire Grand Army of the Republic has been ordered to hunt down and destroy the Jedi Knights.\"

- Ahsoka Tano and Clone Commander Rex discuss Order 66

After three years of constant warfare, the Separatist forces attacked Coruscant, the Republic capital world, and managed to abduct Chancellor Palpatine in the process. The clone troopers rallied to Coruscant's defense while the Jedi Knights Obi-Wan Kenobi and Anakin Skywalker rescued the Chancellor. During the battle, Darth Tyranus was slain by Skywalker—an act which brought the Clone Wars closer to a successful conclusion for the Republic. The Jedi Council moved to capitalize on the momentum gained by Tyranus' death in the hope of ending the war.

The Grand Army continued to fight the war on various worlds across the galaxy, including Mygeeto, Felucia, Cato Neimoidia, and Saleucami. New fronts were opened as clone troopers were deployed to Kashyyyk and Utapau; and other planets as part of the Outer Rim Sieges. CC-1004 \"Gree\" and the 41st Elite Corps fought side-by-side with the Wookiees in the Battle of Kashyyyk, under the command of Yoda, while Kenobi and Cody oversaw the Battle of Utapau between the 212th Attack Battalion and General Grievous's droid army.

As the Republic drew closer to achieving total victory in the Clone Wars, Chancellor Palpatine revealed his true identity as Darth Sidious to the Jedi, provoking an immediate response from the Jedi Council. The consequent confrontation between the Council and the Dark Lord ended in the deaths of several Jedi Masters, including Mace Windu, and Anakin Skywalker's fall to the dark side of the Force. Now anointed as the Sith Lord Darth Vader, Sidious's new apprentice participated in the 501st Legion's assault on the Jedi Temple. Under the influence of Order 66, the 501st clone troopers stormed the Temple and exterminated the Jedi within. None of the Jedi were spared, including the younglings.

Around the same time, Darth Sidious issued Order 66 to the clone troopers throughout the galaxy—declaring every Jedi an enemy of the Republic. Order 66 triggered the hidden chips within the clones, compelling them to comply without question or hesitation with the plan to annihilate the Jedi. The clones turned on their unsuspecting allies and slaughtered them across numerous worlds. With the exception of a few survivors, the Jedi were all but extinct in the aftermath of the initial execution of Order 66. In addition, this protocol did not end with members of the Jedi Order, as clone troopers who failed to comply with the order were to be killed as well. Aboard a Venator-class Star Destroyer, Skywalker's former Padawan, Ahsoka Tano, and the rogue Sith Lord Maul were also targeted by the clones of the 332nd Company, who had been serving with Tano in the Siege of Mandalore. Rex, who had been promoted to be the company's Clone Commander, managed to resist his chip's control for long enough to tell Tano to find Fives. While he then fell victim to its control, Tano escaped the troopers and released Maul from captivity, intending to have him be a distraction. Tano then looked into Fives, finding Rex's grievance report on the chips. With the help of astromech droids R7-A7, CH-33P, and RG-G1, Tano had Rex knocked unconscious and brought to the medical bay, where they removed his chip, freeing him from Order 66.

After Rex informed Tano that the entire Grand Army had turned against the Jedi and their escape from the medical bay, Tano led Rex and the astromechs to the hangar to steal a shuttle. Elsewhere, Maul continued to move through the warship, ultimately entering and destroying the hyperdrive room. This pulled the Star Destroyer out of hyperspace and into the gravitational field of a moon, but the 332nd remained determined to kill Tano, even if it would result in their own deaths. Even though the clone troopers blocked their path to a Nu-class transport shuttle, Tano did not want to harm the soldiers, but Rex, who shed a tear, informed her of the troops' determination to follow Order 66. Tano was still unwilling to take their lives and devised a plan to stall the troops; while R7 prepared to drop parts of the floor, Rex distracted Clone Lieutenant/ARC trooper CT-5597 \"Jesse\" and the other clones by bringing Tano before them and explaining a complication with their order. This was that Order 66 commanded the death of the Jedi, but Tano was no longer part of their organization. Jesse rebutted, noting that Rex had told them they were under special order to kill Tano and any disobeying clone. Rex made a final plea to Jesse, but the Clone Lieutenant believed Tano was a traitor and found his superior to be in violation of protocol 66. Stating Rex would be demoted and killed with Tano, Jesse prepared the company to execute their former allies, but R7 then dropped the floor, separating a large portion of the clones and letting Tano and Rex deal with the reminder. However, Maul then entered the hangar and stole their shuttle, forcing them to look for a ship on the hangar's lower level.

The clone troopers managed to blast the three astromechs, but Tano and Rex found a functional BTL-B Y-wing fighter-bomber before the Venator entered the atmosphere. Once both were inside the Y-wing starfighter, they landed the ship nearby the Venators crash site. The clones aboard the warship, including Jesse, had been killed by the crash, but Tano and Rex buried their former comrades and used their helmets to mark each clone's grave. Tano then abandoned her lightsaber at the site. Eventually parting ways, Rex and Tano had both agreed to leave for the Outer Rim Territories.

Imperial service

Soldiers of the Empire

\"I heard they shut down the facilities on Kamino. They'll train up the last batch of clones and that's it.\"

\"But that's crazy. Who will protect the Empire?\"

\"Don't know, Kicker. But it won't be us. We get to pack up old Jedi way stations and crate everything back to Coruscant. I think our fighting days are done.\"

- \"Ding\" and \"Kicker\"

Without the Jedi Order, the galaxy fell under the power of the Sith once more. Sidious, having accumulated absolute political and military control over the Republic, was able to become the self-proclaimed Emperor of the First Galactic Empire. The Republic was no more; democracy and liberty were supplanted by the absolute rule of the Sith, leading to sweeping alterations that distinguished the New Order from the old system. During this time of change, all remaining clone troopers were re-designated as Imperial stormtroopers. As a result, the soldiers that once defended the Republic became the Empire's elite shock troops, enforcing the Emperor's will and destroying his enemies during the early days of the new Imperial Era.

Despite the clones' role in the formation and enforcement of the early Empire, the clone trooper production line was halted, causing rumors to spread across the ranks with clones such as \"Ding\" and \"Kicker\" pondering the Empire's future and the fate of their kind. Knowing that the clone army had only one generation left in its future, older clones dreaded the notion of retirement and, therefore, sought ways to remain on active duty, such as joining the Emperor's Royal Guard.

The drop in casualties following the end of the war allowed the Empire to suspend clone production without a major disruption in manpower as new, non-clone recruits took up the mantle. Nevertheless, the Empire continued to make use of clones even as they were gradually phased out of service. Clone troopers were dispatched to secure Jedi sites, such as the Mid Rim Jedi way station Brighthome, a task which the clones found tedious as they preferred to serve on the battlefield. In addition, shock troopers continued to patrol the upper levels of Coruscant and even supported Darth Vader in his efforts to capture Jedi Master Jocasta Nu, the Chief Librarian of the Jedi Temple Archives.

As time passed, however, the remaining clones were deemed no longer fit for military service due to their accelerated aging process. No longer using fresh clones to replenish the army due to the shutdown of the cloning hatcheries on Kamino, the Empire introduced birth-born human recruits and conscripts into the stormtrooper ranks, thereby causing the Imperial Military to transition from a clone army to a volunteer force. In 14 BBY, Sergeant \"Crest\" was a clone trooper who still served the Empire, although Darth Vader stated that the clone's aging may have been too fast for him to remain on active duty. However, Vader ultimately promoted Crest to the rank of lieutenant.

By 4 BBY most clones had been decommissioned and were regarded as obsolete. A small number of clones remained in Imperial service, acting as training instructors for the next generation of stormtroopers. One such clone was TX-828 \"Torrent\"; as one of the last clones in the Stormtrooper Corps, he was a rare sight by the time of the Battle of Yavin. At that time he was nearing the age of forty due to his accelerated growth process, with strands of gray coloring his black hair. By then the rarity of Torrent kind was such that ISB Senior Commander Alecia Beck was surprised to encounter a stormtrooper from the original Kaminoan production line.

An Imperial clone stormtrooper known as Crag remained in military service well into the Empire's reign, despite his accelerated age. Having served as a soldier since the time of the Republic, the old clone had a strong sense of duty, which he believed was maintaining order in the galaxy. However, his personality earned the ire of a fellow trooper, Sardis Ramsin, who regarded Crag as a \"relic.\" Crag was serving as a sandtrooper of Foot Patrol 7 when his team deployed to Mos Eisley on Tatooine, shortly before the Battle of Yavin in 0 BBY. They had been sent to capture two droids belonging to the Rebellion, C-3PO and R2-D2, but fell under the influence of a Jedi mind trick performed by an old hermit. Unbeknownst to Crag and his team, the old man with the droids was the Jedi fugitive Obi-Wan Kenobi, who used the Force to dominate the weak-minded troopers in order to move the droids into the city unopposed.

Life after retirement

\"What's the point of all this? I mean, why?\"

\"I don't know, sir. I don't think anybody knows. But I do know that someday this war is gonna end.\"

\"Then what? We're soldiers. What happens to us then?\"

- CT-7567 and CT-5555

During the later years of the Clone Wars, many clones talked about retirement as a reward for their service, but few knew what it entailed. Indeed, the Republic planned to retire the clones, but neither the government nor the clones knew what that meant. If a soldier brought the subject up, their commander would often put an end to the idle chatter. A few forward-looking clones contemplated work in corporate security or consultation with local militaries owing to their lack of civilian job skills, and their accelerated aging process decreased the likelihood of them learning and mastering such job skills before they died. However, strong loyalties to the former Republic created a moral quandary when it came to security work, as retired clones would possibly be fighting some of their former brethren.

Before the Republic collapsed, politicians had vetted certain officers about staying in a formalized and permanent Republic military to maintain the peace. A few exceptional clones had even been approached to run for political office. Having proven their loyalty to the Republic, and with the civilian population loving military heroes, many clones would have made ideal candidates were it not for the clones' general disdain for politicking.

Psychological impact of Order 66

\"The kid was right. Billaba was our hero. Yours and mine.\"

\"That traitor? No. Never!\"

\"Yes. She was. And Order Sixty-Six… We followed it—I followed it—as if under some kind of spell… As if I had no will of my own. No memories of the battles we had fought together. Not for one second did it occur to me to even question the Emperor's command!\"

\"Because when soldiers question orders, people die!\"

\"People died anyway! Master Billaba died at my hands! My friend, let's take one second now… Before it's too late.\"

\"You're talking like a Jedi traitor, Grey. We did what we had to do. Anything else is literally… Unthinkable.\"

- CC-10/994 and \"Styles\"

Some clones felt bitter and horrified by their actions, having been traumatized by the aftereffects of Order 66. On one occasion, CC-10/994 \"Grey\" was dismayed by his own thoughtless execution of Order 66—an experience which he described as being in trance, and therefore, unable to control his actions. Captain \"Styles\" did not share his commander's concern over the moral issues of Order 66, however. In an effort to atone for his participation in the Jedi Purge, Grey sacrificed his life to save Caleb Dume, the apprentice of Jedi Master Depa Billaba whom the clone killed while under the influence of Order 66.

Sometime after the issuing of Order 66 and the removal of Rex's chip, CC-3636 \"Wolffe,\" and CC-5576-39 \"Gregor\" had their chips removed. In the years that followed the Clone Wars, Rex and the other two clone veterans lived in retirement on Seelos, where they made a home out of a modified All Terrain Tactical Enforcer. Despite the effects of their accelerated growth, the aging clones decided to oppose the Empire by joining the nascent rebellion, a movement dedicated to the restoration of the Republic that the clones once served. Regarding the clones' view of stormtroopers, Rex was generally dismissive of the humans who replaced his brethren.

Clones in the Rebellion

\"Tell me, what's it like to be a traitor?\"

\"I'm no traitor. You want an answer, ask the Emperor about it.\"

\"Don't you feel guilty for turning your back on the Empire and joining these rebels?\"

\"These \"rebels\" are saving people's lives, which is more than the Empire's been doing across the galaxy.\"

- Jeken and Rex

Although the extensive majority of clone troopers were loyal to the Empire, held in place by training and established organic programming, a few clones were able to discover how to disconnect or repel their programming. Of those few, even fewer decided to rebel against the Empire, mostly due to their increasingly old age or situations. The rebellious clones brought their combat training and experience to the various resistance groups that they joined and were also knowledgeable in Imperial strategy and military bureaucracy. Although clones active in the growing rebellion operated apart from each other, some instances saw several clones working together.

At least one Jedi survivor harbored a grudge against the clones. Kanan Jarrus was traumatized by the events of Order 66, including the sudden execution of his Master, Depa Billaba by their own clone troopers, who betrayed and murdered the Jedi Master without hesitation. This experience caused him to develop a strong sense of bitterness towards the clones. After Clone Captain Rex joined the rebellion, Jarrus still possessed his grudge for a time, but Jarrus came to respect and view him as a friend after the Captain nearly sacrificed himself for Jarrus. After the mission, Jarrus went as far as to salute the clone, which surprised Rex, but he quickly returned it. After the rebellion fully formed into the Alliance to Restore the Republic, Rex continued to serve, and was eventually promoted to the rank of commander in the organization. He served in the Battle of Endor, which would prove to be a major loss for the Empire because of the deaths of Emperor Palpatine and Darth Vader.

Legacy

Galactic Empire

\"If it's a fight you want, I hope you brought a better class of soldier than those…stormtroopers.\"

\"They serve the Empire well, and I have a great many of them.\"

\"You're gonna need all of 'em.\"

- Rex and Alexsandr Kallus

Although the clone trooper program was decommissioned under the Empire, their service in the Clone Wars inspired a generation of birth-born humans, both throughout the conflict and the years that followed. At the time there was no army to enlist in; save for the clones' Jedi Generals, the Grand Army of the Republic was exclusively based on a single template. The Republic faithful nevertheless wanted to do their part as citizens of the thousand-year democracy; as such, they were encouraged by COMPOR propaganda to purchase war bonds or report acts of sedition to the authorities.

The Commission for the Preservation of the New Order (COMPNOR) built upon the carefully engineered symbols and messages of its COMPOR predecessor to accelerate the vast military expansion as decreed by Emperor Palpatine. For all of COMPOR's efforts to mythologize the clone troopers, portraying them as gallant heroes of the Republic in a barrage of propaganda, clones remained an abstraction in the public's mind. Yet whereas the Grand Army's ranks were exclusively clone-based, the galactic populace was encouraged by COMPNOR to serve the state by doing more than purchasing bonds, reporting treason or rationing supplies. With the cloning operation on Kamino suspended, ordinary citizens volunteered for military service in the hopes of wearing the armor of the Imperial stormtrooper and becoming heroes like the clone soldiers they idolized.

By the later years of the Galactic Empire, clone troopers and the Grand Army of the Republic were virtually forgotten, becoming what some called a \"lost generation,\" despite their valiant service. By the war's end, clones had saved billions of lives across the galaxy, while their vehicles and equipment inspired new weapons such as the E-11 blaster rifle, based on the common clone weapon the DC-15, and AT-AT, based off the clone tank the All Terrain Tactical Enforcer.

New Republic Era

\"Of course I don't believe it! A clone that knows the location of forgotten Separatist treasures? Not only is that ridiculous, but the clones are extinct!\"

- A Devaronian, in Takodana Castle

The clones of Jango Fett were extinct by the time of the New Republic Era. However, at least one clone trooper was said to have sired a child before dying in the Clone Wars. Sconto, according to his mother, was the son of that clone. Unlike the clone, Sconto aged at a normal rate and was living as a merchant in Utapau's Pau City—the site of one of the final battles in the Clone Wars—about thirty years after the Battle of Yavin. Sconto was proud of his heritage and therefore harbored resentment towards the Jedi, whom he held responsible for his father's death.

CT-6116 \"Kix,\" a clone trooper of the 501st Legion, was discovered by the pirate Sidon Ithano over fifty years after the end of the Clone Wars. At the time Ithano located a downed Separatist vessel and decided to raid it, assuming he would find valuable kyber crystals once belonging to Count Dooku. Instead, he found Kix, who had been frozen in stasis since the late Clone Wars, because he had discovered Order 66. The clone medic was deeply saddened when he learned about the end of the Republic and the loss of his brothers, and ultimately joined Ithano's crew due to his expertise in Clone Wars-era technology and the knowledge he possessed regarding the locations of former military locations.

First Order

\"How capable are your soldiers, General?\"

\"I won't have you question my methods.\"

\"They're obviously skilled at committing high treason. Perhaps Leader Snoke should consider using a clone army.\"

- Kylo Ren and Armitage Hux

Among military circles, the clones were remembered for their effectiveness. Determined to reclaim the Imperial legacy, the First Order initiated a clandestine project that centered on conscripting human children into its forces. Trained in live-fire drills and programmed through First Order propaganda, they became the new generation of stormtroopers. As the latest iteration of one of the most distinctive symbols of military might in the galaxy, First Order stormtroopers wore stark white armor derived from that of their Imperial predecessors and the Republic clone troopers who came before them.

Though General Armitage Hux had complete confidence in his soldiers, convinced they were well trained and programmed, his rival Kylo Ren doubted their loyalty to the First Order and Supreme Leader Snoke. During the cold war with the New Republic, Ren accused Hux's stormtroopers of harboring the potential for treason after FN-2187 betrayed the First Order. The dark warrior suggested that a clone army would be more reliable, using the rogue trooper as an example of a flaw that was potentially systemic to the stormtrooper program. The general responded to Ren's criticism by assuring him that the stormtroopers were exceptionally reliable in their combat skills and allegiance to the First Order.

At the height of the First Order–Resistance war, the Sith Eternal cult readied an army of elite soldiers to support the First Order's ultimate push toward galactic conquest. Though they were named after a revived sect of the dark side, Sith troopers were the culmination of decades that the Empire spent attempting to strip individuality from its soldiers. Molding individual beings into fervently loyal extensions of the Emperor's will was a process that experienced much trial and error since the Clone Wars. Darth Sidious was dismayed to discover that clone troopers exhibited disconcerting amounts of free will despite their genetically engineered background and numerous alterations. While the Sith troopers were not clones, they underwent flash-imprinting and loyalty conditioning built upon and advanced beyond the Kaminoan procedures of earlier generations. As a result, they were far more loyal and machine-like than the First Order's trained-from-childhood stormtroopers.

Training

\"I want you troopers to remember—we're shoulder-to-shoulder on those front lines. Brothers! And sometimes we may quarrel, but no matter what, we are united. Rule one: we fight together.\"

- \"Colt\"

In order to rapidly produce a large army, the clones were subscribed to an accelerated training and aging program. All clones went through painful accelerated growth before reaching maturity, all while enduring nonstop training, simulations, and testing. Letter and number identifications were assigned to the clones to remove any sense of identity, as the cloners and trainers on Kamino viewed them as pieces of a machine, and not people. Endless mental and physical drills bled into the clones' \"recreation,\" where they participated in sports and games that resembled battle situations. Any bouts of anger or rebellion were dealt with by placing clones in retraining pods, essentially isolation tanks. Throughout their time on Kamino, their engineers muttered veiled threats of \"disposal\" if the clones failed their testing. As the war progressed, the Jedi clamped down on the more egregious attitudes, but the engineers of Kamino maintained their view of the clones as merely a product.

As trainees, clones held the rank of clone cadet and were organized into multiple squads for the purpose of learning cooperation and teamwork. Cadets had several kinds of instructors; younger clones were monitored by full-grown clone sergeants and bounty hunters were hired to supervise the older clones. By the time of the Clone Wars, Jedi Master Shaak Ti personally oversaw the training of new generations of clone troopers. ARC troopers were also assigned to inspect the progress of future troopers. Clones deemed exceptional in comparison to the average, rank-and-file trooper, were given specialized training in order to become elite soldiers, such as clone commandos or ARC troopers.

During the war, Shaak Ti observed how some cadets such as Domino Squad struggled to complete their training. Lama Su, who regarded the Domino clones as sub-standard units, believed they were the result of the Kaminoans' need to stretch their remaining supply of Jango Fett's DNA due to the template's untimely demise on Geonosis. The prime minister also opined that a new genotype would have to be selected in order to produce more clones fit for combat.

The clones lived and trained in Tipoca City, the capital city of Kamino, throughout their time as cadets. Naturally, clones came to regard Kamino as their homeworld, just as official records did. Training and studying under the soft white lights of the clone facilities, most never saw the rain, oceans, clouds, or sky until they left for combat. Still, from the moment of their birth, the clones received encouragement from their trainers and genetic engineers to leave Kamino, and become soldiers among the stars.

At least two clone squads were given a tour of the Venator-class Star Destroyer Endurance during the Clone Wars as part of the Clone Youth Brigade. The point of this on-site training exercise was to test the cadets' knowledge regarding the functions and layout of a Star Destroyer. It was also meant to help prepare the cadets for their future as fully trained clone troopers.

The clones who failed to complete their training were disqualified from becoming soldiers. Instead of military service, failed clones—such as 99—were given janitorial duties and menial work. The cadets who succeeded in their trials were promoted to active duty.[60] Despite technically holding the rank of clone trooper, new troopers were regarded as rookies and referred to as \"shinies\" by older, more battle-experienced clones.

Clones were taught Basic, the language of the Galactic Republic. Those who spent a lot of time stationed on a specific planet could adopt a patois of the local language. Clones tended to litter their speech with jargon and slang—such as \"clankers\" for droids—incomprehensible to a civilian or a Jedi unfamiliar with military culture.

As the war progressed, command allowed clones to pursue hobbies within limited parameters to supplement their off-duty training and improve mental health. This improved morale and recovery; however, it also gave clones insight into the \"other side\" and how the civilian population lived.

Equipment

\"Generation One armor always holds up.\"

- Rex

Phase I clone trooper armor was the first version in the clone trooper armor series. It was issued to clone troopers on Kamino prior to the Clone Wars, and was in service until it was rendered obsolete by Phase II around the time of the Battle of Mon Cala. Both versions of clone trooper armor could be modified with an array of attachments, such as jetpacks and macrobinoculars. To better monitor ground movements and coordinate attacks, all clone troopers held a tracking device within their helmets that allowed controllers on Acclamator-class transgalactic military assault ships to better monitor the combat zone.

At first, Phase I armor used color to distinguish clones trained for leadership roles, such as captains and commanders, from each other and the standard troopers in the Grand Army of the Republic. As the Clone Wars progressed, color gradually became used for the purpose of armor customization and unit identification. The trend was maintained during the service of Phase II armor, but was ultimately discarded by the time of the creation of stormtrooper armor after the Clone Wars. The identifying white armor of both Phases signified an honorable symbol of defense; however, the creation of the stormtrooper skewed this symbolism into one of a faceless icon of conformity.

Clone troopers were armed with the DC-15 blaster rifle and DC-15A blaster for long ranged combat,[2] as well as blaster pistols for standard-ranged combat. They also wielded several types of grenades, including Electro Magnetic Pulse grenades and thermal detonators.

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

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

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Ranged Weapon Attack +5, Range 150/600 ft., One target. Hit : 9 (1d12+3) energy damage

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Melee Weapon Attack +4, Reach 5ft., One target. Hit : 5 (1d4+3) kinetic damage

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DesignationNon-sentient
Average height1,8 meters
Skin color
  • Brown
  • Yellow
Distinctions
  • Plumb body
  • Four legs
  • Short snout
Homeworld
Naboo
Habitat
Grasslands
Diet

Herbivore

Shaaks were plump quadrupedal herd animals native to the grasslands of Naboo. Shaaks were often raised for their meat, and had large, rotund bodies. They had relatively weak legs, however, and were barely able to keep themselves upright.

Characteristics

The herbivorous shaak was a wandering animal, and was found in multiple regions of the planet. However, they tended to seek out dry areas, and avoided Naboo's numerous swamps since they were commonly not fond of damp surroundings. Shaaks were, however, naturally buoyant due to their fatty bodies, though their four short legs were of little use in the water. Their inability to escape from water meant that shaaks sometimes found themselves carried over waterfalls, though their fatty bodies ensured such falls did no serious damage.

Female shaaks had multiple wombs, allowing for a remarkable reproduction rate. In fact, females were continually pregnant, and their compartmentalized uterine system allowed them to be impregnated by several different males at the same time.

Their intestines were also very sensitive to blockages caused by chemicals, to such an extent that they would eventually explode overtime if they were fed any food laced with these chemicals.

Another interesting fact about shaaks was that they were one of the few species that, if infected with the Blue Shadow Virus, would die instantly.

A similar species can be found on the planet Alzoc III, with longer fur to suit the frigid climate. To intimidate the local food commissioner, crime lord Tyber Zann killed several prize shaaks so that he would control most of Alzoc III's food market.

History

Though prized for their meat by Naboo and Gungans alike, shaaks were seldom used as pack animals due to the fact that their abnormally large rumps made harnessing difficult, and rarely used as mounts due to their inherent instability, though some herders, such as the Gungan Peppi Bow, rode them with ease. They were also prized for their fluff.

During the Separatist Crisis in 22 BBY, Anakin Skywalker, who during that time had been acting as a bodyguard for Padmé Amidala after two near-assassinations against her, attempted to ride one of the Shaaks, although he briefly fell off, causing Padme some concern until it was revealed that he deliberately fell off as a joke.

During the Clone Wars, Peppi Bow's herd fell victim to a leak of the waterborne Blue Shadow Virus from Nuvo Vindi's laboratory. She lost six of her shaaks to the plague and almost fell victim herself.

In 1 ABY territorial disputes between shaak wranglers led some wrangling families to hire gangsters that added banned chemicals to the feed of rival shaak herds. The intestinal blockages created by these chemicals eventually caused the shaaks to explode. The Royal Advisory Council had to hire independent agents to eliminate the gangsters.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The junior engineer is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points.

The junior engineer knows the following

tech powers:

At-will: electro shock, encrypted message, rime shot

1st-level: energy shield, homing rockets, repair droid, smoke

cloud

2nd-level: acid dart, magnetic field

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"It's those womp rats again. Are they trying to chew up all the cables on the planet or what?\" 

- Luke Skywalker, after shooting a womp rat

Classification

Rodent

Average lengthNot much bigger than two meters
Skin colorGray
Hair colorBlack
Eye colorYellow
HomeworldTatooine
HabitatDesert

Womp rats were creatures native to Tatooine, and were considered pests by local moisture farmers who hunted them for sport.

Biology and appearance

\"I used to bull's-eye womp rats in my T-16 back home. They're not much bigger than two meters.\" 

- Luke Skywalker

Native to Tatooine, the womp rat evolved to withstand harsh desert climates. A breed of rodent, they were considered hairy, monstrous pests. They had lumpish, gray skin with tufts of spiky black hair running along their backs. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Behavior

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. They lived in the Jawa Heights region and used Beggar's Canyon as their den, alongside the more fearsome krayt dragons. The smell of dead womp rats was known to attract krayts. Nesting in the desert, womp rats sometimes gathered in swarms to attack the inhabitants of Tatooine, and while these dangerous swarms were feared, inhabitants didn't hesitate to hunt the creatures for sport.

History

Womp rats evolved in the harsh desert climate of Tatooine, where they gathered in packs to attack locals. Tusken Raiders used womp rat tusks to decorate their clothing, and native dewbacks were known to eat the critters.

During the Clone Wars, when Anakin Skywalker was having trouble getting information out of Dr. Nuvo Vindi, Obi-Wan Kenobi told him to have patience, as there was \"more than one way to skin a womp rat.\"

While living on Tatooine, Luke Skywalker used his T-16 skyhopper to bulls-eye womp rats, blasting them with the vehicle's pneumatic projectile gun in the desert world's Jawa Heights region. Luke had the most hits on the monstrous pests of any of his group of friends on a skyhopper run through Beggar's Canyon. Shortly before the Battle of Yavin, when Col Takbright protested that the two-meter target on the Death Star was impossible to hit even for a computer, Skywalker countered that he used to \"bulls-eye\" womp rats that were not much bigger than two meters.

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The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.

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The rat has advantage on an attack roll against a creature if it is grappled by at least one of the rat's allies.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

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\"They are called orbalisks. Creatures that feed on the power of the dark side.\"

- Darth Bane

DesignationNon-sentient
Skin color

Varying from specimen to specimen

Eye ColorGreen
DistinctionsLightsaber immune carapace

Homeworld
  • Dxun
  • Kintan

An orbalisk was a parasitic creature found on Dxun that lived in groups. They lay inactive in caves or other dark places, until they found a suitable host creature on whose skin they would attach themselves to in order to feed. Orbalisks, once attached to a host, would multiply and grow, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contained the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks were able to feed on the Force-sensitivity of darksiders. It was said that the orbalisk armor's durability was such that lightsabers had a hard time penetrating it, making a wearer basically immune to lightsaber attacks. The only weakness to this armor were the exposed joints at the neck and wrists, but these gaps were so small a lightsaber could only barely slice through. However, orbalisk armor was unable to protect the wearer from electricity, as Darth Bane discovered when he was attacked by Umbaran Shadow Assassins wielding Force pikes. However, the Orbalisks did offer some limited protection from the electrical shocks; despite being set to kill, the force pikes did not deliver a strong enough charge to subdue Bane. Orbalisks caused the wearer to feel pain, fueling the wearers dark side power and if they were removed or killed, they would release a highly potent toxin into the host's body.

History

\"They feel the power of the dark side within you.\"

- Darth Bane explains the orbalisks reaction to Zannah's touch.[src]

\"Orbalisk\" was a Nikto word, suggesting the creatures might have originated in Kintan. Orbalisks were poisonous to average beings, and caused extreme physical pain to their host. Darth Bane, however, was able to remain alive by allowing the orbalisks to feed off the dark side energy in his body. In turn, the orbalisks sent a constant massive surge of adrenaline and other enzymes into his bloodstream, increasing his already considerable physical strength and enabling him to draw on even more dark side energy. However, this cycle could cause Bane to go into a fit of mindless rage if he did not keep his anger under control. The orbalisks also released other chemicals that enabled Bane to heal almost instantly from virtually any wound, even those inflicted by a lightsaber. Because of their benefits to their host, the orbalisks in a sense shared a symbiotic rather than parasitic relationship with Bane.

Only electricity proved to be dangerous to the orbalisk and its host—if at a high enough voltage—although orbalisks attached to Darth Bane could harmlessly absorb over a million volts. When orbalisks died, they released toxins into the body of the host killing him/her within days or hours (depending on the strength of the individual).

Orbalisks could be removed from the host, but the task was both challenging and could potentially kill the host. The host had to be in very good health in order to even attempt it. The first crucial step to remove a living orbalisk was to send an electric jolt—powerful enough to stun the orbalisk but not harm its host—through its small underbelly, resulting in the orbalisk weakening the adhesive it used to bind itself onto the host. After the orbalisks were removed, they could be disposed of by electrocution. For a period of 10 years, Bane wore orbalisks that had attached themselves to him as living armor. In 990 BBY, Caleb removed many of the orbalisks covering Bane's body with such a method after many of the parasites were killed by the Sith Lord's own Force lightning in a duel against five Jedi. When the New Republic was founded nearly a millennium later, the Coruscant Livestock Exchange and Exhibition featured these creatures along with energy spiders and drochs in its arthropod exhibit.

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The orbalisk can sense the presence and location of any dark side aligned creature within 300 feet.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage.

The orbalisk attaches to the target. Once attached to a target, the orbalisk begins to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

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The apprentice has advantage on saving throws against being charmed or frightened.

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The apprentice is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks) and it has 14 force points.

The

apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward

1st-level: curse, sap vitality

2nd-level: drain vitality, force camouflage

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The apprentice makes two melee weapon attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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The dark lord has advantage on saving throws against force powers.

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The dark lord is an 18th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The

dark lord knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, force body, hex

2nd-level: battle meditation, darkness, phasewalk

3rd-level: force lightning, force suppression, sever force

4th-level: dominate beast, force immunity, shocking shield

5th-level: improved battle meditation, improved phasewalk,

telekinesis

6th-level: force chain lightning, improved force immunity

7th-level: force lightning cone

8th-level: master force immunity

9th-level: force storm

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d8+2) energy damage

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The sith betrayer casts an at-will power.

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The sith betrayer makes a saber storm attack.

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Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

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.

The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

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Arboreal reptiles

Bothawui

Halkra, also known as \"strangle vines,\" was an arboreal predator from the planet Bothawui. The creatures lived with the planet's forests and were easily disguised by their environment. Within the forest, they appeared as normal vines, covered in lichens, often tangled-looking, and hanging from low branches near sources of water. The plant had twelve tentacles which it would use to capture the prey, and then digest it within a central sac.

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Creatures grappled by the vines take 4 (1d8) kinetic damage at the start of every round.

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While the vines remains motionless, they are indistinguishable from normal vines.

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Melee Weapon Attack +6, Reach 15 ft., One target. Hit : 22 (4d8+4) kinetic damage.

The target is Grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the vines can't constrict another target.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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Once per turn when the Jedi Peacekeeper rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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While the Jedi Peacekeeper is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

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The Jedi Peacekeeper's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Jedi Peacekeeper is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points).

The Jedi Peacekeeper knows the following

force powers:

At-will: saber reflect, turbulance, force push/pull,force

disarm, sonic charge

1st level: battle precognition, phase strike, force throw

2nd level: stun, animate weapon, rescue, phase walk

3rd level: telekinetic storm, knight speed, sever force

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When the Jedi Peacekeeper uses his action to cast a force power, it can make one greatsaber attack as well.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

When the Jedi Peacekeeper makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) energy damage plus 4 (1d8) energy damage

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\"Let him have it. It's not wise to upset a Wookiee.\"

\"But sir, nobody worries about upsetting a droid.\"

\"That's 'cause droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that.\"

\"I see your point, sir. I suggest a new strategy, Artoo. Let the Wookiee win.\"

―Han Solo, and C-3PO


Designation
Sentient
ClassificationMammal
Subspecies
  • Silverbacks
  • Rwooks
Average height2,23 - 2,54 meters
Average mass
  • 100 kg (female)
  • 150 kg (male)
Hair color
  • Brown
  • Black
  • Gray
  • White

Eye color

  • Blue
  • Brown
  • Green
  • Yellow
  • Golden
  • Red
Distinctions
  • Tall
  • Hair covered
  • Retractable climbing claws
  • Long lifespans
Average lifespanOver 400 years
Homeworld

Kashyyyk (may have originated from an unknown planet)

HabitatForest
DietOmnivore
Language
  • Shyriiwook
  • Thykarann
  • Xaczik

The Wookiees were a species of tall, hairy humanoids that were native to the planet Kashyyyk. The most notable member of this species was the warrior Chewbacca, Han Solo's best friend and co-pilot, who played a vital role in the Clone Wars during the defense of Kashyyyk, the Galactic Civil War by aiding the Rebel Alliance in their fight against the Galactic Empire, and the war against the First Order. They were quite strong, and were known to rip people's arms out of their sockets when provoked. Though being from a temperate planet better known for its swamps and forests, they were able to be comfortable on icy worlds such as Ilum and Hoth without any protective clothing, including gloves and boots.

Biology and appearance

\"Would somebody get this big walking carpet out of my way?\"

- Princess Leia referring to Chewbacca

Wookiees were a tall species of furry giants from the planet Kashyyyk, who could grow to a height of nearly three meters. They were covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species had two sexes, female and male. The latter grew long beards in adult life. Wookiee eye color ranged from blue to brown. Wookiees were big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees had extendable claws which they used for climbing; using them for anything else violated the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees were regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees were known to descend into a berserker rage. Wookiees had a long lifespan, appearing not to age over a span of fifty years. One Wookiee, Lohgarra, lived healthily for centuries—the only distinction being her white fur. They could learn to understand other languages, like Galactic Basic, but they were physically unable to speak them. To those who had not learned to understand Shyriiwook, the Wookiee language, it appeared they spoke in a series of growls and purrs. Although rare, it was possible for Wookiees to be born Force-sensitive and become Jedi, a source of great pride. One such Wookiee was the youngling Gungi.

While Wookiees did not like eating blosphi extract, it provided them with enough nutrition to survive.

History

The Clone Wars

\"Go, I will. Good relations with the Wookiees, I have.\"

- Jedi Master Yoda

Wookiees originated on the Mid Rim forest planet of Kashyyyk. In the ancient past, they invented and crafted weapons that fired poisoned darts and arrows. During the Clone Wars and the reign of King Grakchawwaa, the Wookiees remained fiercely loyal to the Galactic Republic and fought alongside them in several star systems. Towards the end of the conflict, Wookiee forces also defended their homeworld from a Separatist invasion with the help of Galactic Republic forces led by Jedi Master Yoda, who had good relations with them.

Age of the Empire

Following the establishment of the Galactic Empire, the Wookiee homeworld of Kashyyyk was blockaded by the Empire. The softening and repeal of anti-slavery laws ultimately led to the Empire classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions.

As a result, many Wookiees were forced into slavery working to build much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star, though a number escaped this fate. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings for Grand Moff Lozen Tolruck, Imperial governor of Kashyyyk, who occasionally hunted live Wookiees for sport.

To keep them in line, all of the Wookiees on Kashyyyk were fitted with inhibitor chips that caused them great pain if activated. The Empire also quickly learned the most efficient way of preventing any wide-scale uprisings was by threatening clan and family members, particularly the younglings. Normally, a Wookiee would quite willingly rip a stormtrooper limb from limb regardless of their own safety, but could not bear to see other Wookiees subjected to the agony instead.

Despite these grave circumstances for their race, the Wookiees nonetheless found ways to help others. In the early days of the Empire, the Outer Rim planet of Lasan, home to the Lasat, was brutally sacked and devastated by the Empire for daring to question the new regime. Unable to stand by and watch, many Wookiees went to Lasan and fought the Empire with weapons forged from the wroshyr trees of their homeworld, in many cases giving their own lives to save the Lasats. Because of their actions, a few Lasats (including Garazeb Orrelios) were able to escape the genocide and survive in the wider galaxy.

During the Age of the Empire, the-then Commodore Thrawn and Lieutenant Commander Eli Vanto discovered evidence that the Empire was transporting enslaved Wookiees after responding to a distress transmission from the troop transport Sempre. The Wookiee slaves were liberated by a task force consisting of the frigate Castilus and two squadrons of V-19 Torrent starfighters, which then attacked the space station Lansend Twenty-Six, where more Wookiee slaves were held. Thrawn commanded the operation to reinforce Baklek Base and forced the insurgents to surrender. When Vanto objected to slavery, Thrawn tried to rationalize the Empire's enslavement of Wookiees.

About fourteen years after the establishment of the Empire, the 212th Attack Battalion led by General Kahdah quelled a Wookiee revolt on Kashyyyk. Civilian travel to the planet was restricted and access was granted only for official government business. Shortly later, the Empire transported several captives including Wullffwarro and his son Kitwarr to the spice mines of Kessel. The Spectres, a rebel cell based on the Outer Rim world of Lothal, rescued the prisoners and escaped Kessel.

Joining the Rebellion

During the Galactic Civil War, several Wookiees including Chewbacca and Lohgarra fought for the Alliance to Restore the Republic and its successor government, the New Republic. One year following the Battle of Endor, the Wookiee homeworld had become an Imperial remnant known as Imperial territory G5-623 led by Grand Moff Tolruck. Kashyyyk was later liberated by the New Republic forces. Working with a group of rebels led by Han Solo and Chewbacca, the former Imperial loyalty officer Sinjir Rath Velus, used a hyperspace transceiver to neutralize Tolruck's inhibitor chips. This enabled the Wookiees to rise up en-masse against the Imperial occupiers and take their well-earned revenge, with Grand Moff Tolruck himself being killed by his personal slave, Cracktooth. The Imperial forces attempted to orbital bombard Kashyyyk but were defeated by a New Republic fleet led by Leia Organa and Admiral Ackbar.

Wookiee and New Republic forces then conducted mopping-up operations against the remaining Imperial holdouts on Kashyyyk. During one of these skirmishes, Chewbacca reunited with his son, Lumpawaroo, who had escaped from a slave labor camp run by Commandant Dessard.

New Republic era

During the New Republic era, Kashyyyk's forests including the Black Forest grew back. Many Wookiees including Chewbacca and Chief Karasshki lived in villages. About two years after the Battle of Jakku, the rogue Pau'an surgeon Fyzen Gor began kidnapping and killing Wookiee younglings to use as spare parts for his droid followers, the Original Dozen. Due to his shadowy appearance, he earned the nickname the \"Long Man.\" Chewbacca agreed to help Han Solo and Lando Calrissian retrieve the Phylanx Redux Transmitter in return recovering the limbs of the murdered Wookiees for funeral rites.

Society and culture

Most Wookiees carried bowcasters as weaponry, which were handcrafted. The Wookiee people by and large hated Trandoshans, who were renowned as great hunters. The highest way a Wookiee could compliment someone was to groom them. In Wookiee society, loyalty and courage were valued as sacrosanct tenets.

Wookiees in the Galaxy

\"A Wookiee! Rare you are to the Jedi. Proud, your people must be.\"

- Professor Huyang to Gungi

Some notable Wookiees included Chewbacca, the navigator and long-time companion of Han Solo. Other noteworthy Wookiees including the chief and general Tarfful (who fought alongside Master Yoda during the Battle of Kashyyyk), the warrior Wullffwarro, and his son Kitwarr. One known Force-sensitive Wookiee was the Jedi youngling Gungi, who lived during the Clone Wars. During the Age of the Empire, Black Krrsantan was a Wookiee who worked as a bounty hunter for both Jabba the Hutt and Darth Vader.

Another Wookiee Greybok played an important role in turning the tide of the Battle of Sevarcos by freeing several rancors, which rampaged the Imperial lines. He later took part in Han Solo and Chewbacca's campaign to liberate Kashyyyk. While serving as a senator in the New Republic's Galactic Senate, Leia Organa once saw two Wookiee commuters in front of her on an automated sidewalk at the New Republic senatorial complex on Hosnian Prime.

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

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At the start of its turn, the wookiee can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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When a creature within 5 feet of the wookiee hits it with an attack, the wookiee may use its reaction to immediately make a melee weapon attack with advantage against that creature.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi can cast a power that has a casting time of 1 action as a bonus action.

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The Jedi Sage has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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The Jedi Sage is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 44 force points).

The Jedi Sage knows

the following force powers:

At-will: saber reflect, force disarm, force technique, force

push/pull, turbulance

1st level: heal, battle precognition, phase strike

2nd level: animate weapon, stun, battle meditation, phase walk

3rd level: telekinetic storm, knight speed, plant surge, force

repulse

4th level: mind trap, grasping vine

5th level: mass animation, improved phase strike, improved

heal, improved phase walk, stasis, improved battle meditation

6th level: telekinetic burst, wall of light

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When a hostile creature’s movement provokes an opportunity attack from the Jedi, it can use it's reaction to cast a power at the creature, rather than making an attack. The power must have a casting time of 1 action and must target only that creature.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

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The All Terrain Defense Pod (AT-DP) was a bipedal Imperial walker manufactured by Kuat Drive Yards prior to and during the Galactic Civil War. They were driven by Imperial combat drivers.


The AT-DP walker, a successor to the AT-RT, serves as the mainstay of backwater garrisons and support for larger war machines, including the AT-AT. Unlike the AT-ST, a shorter bipedal walker boasting a host of armaments, the AT-DP is armed only with a single Maad-38 heavy laser cannon. The weapon is powerful enough to destroy another walker of the same type. The cockpit has seating for a driver and a gunner, with the gunner situated behind the driver, although both crewmen can move the walker, fire the cannon, and have access to the gyroscopic controls used to keep the walker stable. Each of these walkers has a hatch at the top to access the cockpit; a main viewport at the front, with bulbs on the side and slits to improve visibility; and holographic projectors.


Each walker possesses armor strong enough to protect from blaster fire. Missile launchers and explosives are effective against the walkers, however. Although the walkers are sturdy, their heads are prone to exploding under sustained duress.


AT-DPs were used throughout the Empire to keep the populations of occupied worlds in line and to combat insurgent forces. Many of these walkers were used in Imperial Academies for both defensive purposes and training cadets. Two walkers can be attached to the underside of a Gozanti-class cruiser for landing in almost any suitable environment.

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Creatures of Medium size or smaller can stand in the AT-DPs space.

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The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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

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The AT-DP's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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Slits on the sides of the AT-DP's head allows for it to have troopers fire their personal blasters from inside the walker. The trooper can only fire in the 180 arc of the side the walker. Trooper must use it's own action. The Walker would provide full cover for the trooper while still allowing them to shoot their blaster.

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Ranged Weapon Attack +7, Range 120/240 ft., One target. Hit : 25 (4d10+3) energy damage

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All creatures standing within the AT-DP's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

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Each creature of the AT-DP's choice that is within 80 feet of the AT-DP and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-DP's Frightful Presence for the next 24 hours.

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NTVkYjk3ZmQwMmU4","flags":{},"name":"Keen Hearing and Smell","type":"feat","img":"systems/sw5e/packs/Icons/monsters/068_-_Gundark_2C_Adolescent/avatar.webp","data":{"description":{"value":"

The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NTY3YzEyYjA4MjE3","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

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The gundark can make two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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\"She is ancient, and powerful, and dangerous. Very dangerous. But you're on to her now. She is never what she appears. Remember that.\"

- Mara Jade Skywalker

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in both the dark side of the Force and the light side of the Force because she drank from the Well of Power and bathed in the Pool of Knowledge. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.

When the Father discovered her crime, he departed the planet with his children and left Abeloth stranded. The Son and the Daughter enlisted the help of the Killik hives from Alderaan, using them as workers to create massive technological artifacts, such as Centerpoint Station and Sinkhole Station to imprison Abeloth. According to the Killik Thuruht hive, Abeloth managed to escape her prison whenever the Current of the Force was altered and the flow of time changed. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle repeated itself for thousands of years, until the death of the Ones in 21 BBY.

When Jacen Solo fell to the dark side in 40 ABY and became the Sith Lord Darth Caedus in an attempt to change the future, he unintentionally awoke Abeloth. She later managed to escape from her prison due to the destruction of Centerpoint Station during Caedus' reign. Taking advantage of the chaos the galaxy was in, she immediately sought to maximize its effect, to totally wipe out civilization. However, she was discovered and hunted down by Luke Skywalker and his son, who constantly fought her and even destroyed some of her avatars. Ultimately Abeloth took the form of Senator Rokari Kem and successfully got herself elected as Chief of State of the Galactic Alliance. However, her remaining avatar bodies were killed and she was then destroyed by Luke Skywalker and Darth Krayt in the realm of Beyond shadows. Despite her death, Luke and the Jedi were not convinced Abeloth was dead for good and thus began searching for the planet Mortis. Luke intended to locate and obtain the same dagger used to kill The Ones decades earlier during his father's own encounter with them, to ensure that if Abeloth eventually returned, the Jedi would have a way to permanently kill her.

Biography

Imprisonment

\"Once you were with me, here in the Maw. Once you were all with me. Now you are apart, but one by one, you are all awakening. And once awake, you can hear my call, and come to me.\"

- Abeloth

The woman who would become Abeloth was first known as the Servant, a mortal who appeared through unknown means on the unknown jungle planet where the Ones lived around 100,000 BBY. She served the Father and his Son and Daughter, catering to their every need. But it was not long before the Servant became part of the Ones' family, filling the role of the Mother. The Mother kept the peace between the warring siblings and doted on the Father, ensuring the family's happiness for many years. Under her guidance, the Son began to use his destructive powers for something useful—he carved out caves and passages in the walls of the valley where they lived—and the siblings restored their home to its former glory, repairing the damage and neglect caused by the conflict of their rivalry.

But as the years went by, the Mother began to age while her family remained ageless. In her old age, she could no longer control the Son and Daughter's rivalry, and she began to fear that her family would abandon her. So in order to hold onto the life she had, the Mother decided to commit the Forbidden. While the Father was distracted by his warring children, she snuck a drink from the Font of Power just as the Son had done long ago. She then completed her transgression by bathing in the Pool of Knowledge like the Daughter, but the Father discovered her. But unlike the Ones, she was mortal, and so the Font and the Pool corrupted and twisted her. They granted her power, but twisted her mind and her body, creating the dark side entity known as Abeloth.

Abeloth used her new powers to dominate her adopted children, subduing them and forcing them to bow to her before the Font of Power. But at this point the Father, horrified and disappointed in Abeloth, stepped in. He departed the planet with his children, leaving Abeloth stranded alone and fulfilling her deepest fear—her family had abandoned her. This drove her to madness, fueling her desire to be loved and adored. Knowing that Abeloth would be a danger to others, the Son and the Daughter took control of the Killik hives from Alderaan and used them as workers. By joining the hivemind, the Ones shared their immense power in the Force with the Killiks. Under the direction of the siblings, the Killiks built many technological wonders, such as Centerpoint Station, Sinkhole Station, and many others. Using Centerpoint, the Ones crafted the spherical shell of black holes around their homeworld that would later become known as the Maw, and placed the smaller Sinkhole Station within to maintain the prison. After their creations were completed, the Son and the Daughter removed their power from the hives, and retreated with the Father to Mortis. Abeloth's former family would remain there until their deaths, only emerging to defeat Abeloth whenever she escaped from her prison.

The Killik Thuruht hive referred to Abeloth as the Bringer of Chaos, whose escapes and re-imprisonments formed a cycle of chaos and destruction that occurred whenever the Current of the Force—the flow of time— was altered. Abeloth thrived on fear and destruction, fanning the flames of conflict every time she escaped and sending the galaxy into chaos and turmoil. Each time she escaped, the Son and the Daughter would return to the Killiks and defeat Abeloth, locking her back in her prison. This cycle would repeat itself for hundreds of thousands of years, until the death of the Ones in 21 BBY. According to the Thuruht Histories, the Gree species came to her planet during one of her escapes to sacrifice an unknown saurian species to Abeloth.

Abeloth also existed beyond shadows, a realm that seemed to be a copy of Abeloth and the Ones' homeworld and which Force-sensitives could access by separating their minds from their bodies. Sinkhole Station would come to be inhabited by Mind Walkers, Force-sensitive beings whom she influenced with her powers. Desperate for contact with anyone, Abeloth would reach out to any Force-sensitives who entered the Maw (as the prison seemed to trap her powers within) and instill in them her overwhelming desire for companionship. These individuals would be inexplicably drawn to the Maw, where they would find Sinkhole Station and ascend to beyond shadows. Abeloth fed off of the Mind Walkers' life essences, absorbing their strength. Sometime prior to 44 ABY, the former Jedi Knight Callista Ming came across Abeloth, who consumed and killed her.

In 43.5 ABY, several Jedi Knights who had spent time at Shelter in the Maw during the Yuuzhan Vong War began to feel the effects of her influence, causing them to believe that everyone except for their fellow psychotic beings had been replaced by an impostor. The insane Jedi caused a rift between the Jedi Order and the Galactic Alliance government, as the two factions disagreed on how to deal with the issue. Abeloth also sent out a call through the Force, forcing Ship, a Sith Meditation Sphere, to travel to her planet in the Maw. Ship had spent the past two years forming a Sith armada for the Lost Tribe of Sith on the planet Kesh, and the Tribe thus sent a strike team to track down Ship and kill Jedi Grand Master Luke Skywalker—whose presence they had felt in the Force after he came into contact with an Aing-Tii relic, the Codex. Meanwhile, Skywalker and his son, Jedi Knight Ben Skywalker, were attempting to retrace the steps that Jedi Knight-turned-Sith Lord Jacen Solo had taken on his five-year journey after the Yuuzhan Vong War. The Skywalkers found the Mind Walkers and learned how to go beyond shadows, where Skywalker saw Abeloth in the Mists of Forgetfulness across the Lake of Apparitions. Referred to by the Mind Walkers as the \"Lady in the mists,\" Abeloth beckoned Skywalker to try to talk to her, but he refused.

Meanwhile, Ship, who was under Abeloth's complete control, led the Sith strike team to the planet which Abeloth inhabited. Abeloth took the form of a humanoid female of indetermined species and befriended the Sith strike team, claiming to be a refugee who had been stranded on the planet for the last thirty years. However, all the while she secretly sabotaged the Sith's efforts to escape. Abeloth had complete control over all of the planet's native flora, and she used them to attack the Sith, including the team's leader, Lady Olaris Rhea, who survived with the help of her apprentice, Vestara Khai. After the attack on Rhea, Khai was able to see Abeloth in her true form, just as the Skywalkers saw her beyond shadows—a woman with an overly large mouth, tiny sunken eyes, stubby arms, and hands with long, writhing tentacles instead of fingers. The rest of the strike team, however, still saw Abeloth as a normal humanoid female.

Battling Jedi and Sith

\"Abeloth. Abeloth, I'm here.\"

\"So am I.\"

- Luke Skywalker and Abeloth

After Abeloth encountered Skywalker beyond shadows, she allowed Ship to return to the Sith and transport them to Sinkhole Station to ambush the Skywalkers. Abeloth ordered the Sith to capture them rather than kill them, but Rhea later changed the mission's objective back to kill. The ambush, however, proved to be a failure—both Jedi escaped, and Khai was the only Sith survivor. Later, the Skywalkers speculated that Abeloth was the one causing the psychosis that afflicted Force-sensitives who had spent an extended amount of time in the Maw. Abeloth, meanwhile, continued to inflict her will upon more and more Jedi, in the hopes of luring those victims back to the Maw where she could consume their life energy.[3] Around that time, Ben also suggested that the Celestials might have built the Maw and the space station Centerpoint to contain Abeloth and her power; but once Centerpoint was destroyed, Sinkhole Station had begun to fall into disrepair and Abeloth's powers had grown.

A short time later, Abeloth managed to free herself from the containment of Sinkhole Station, destroying the station and killing the Mind Walkers. The Skywalkers, meanwhile, allied with a group of Sith from the Lost Tribe and ventured into the Maw to eliminate Abeloth. After finding Sinkhole Station destroyed, they traveled to Abeloth's planet. There, the Skywalkers' Force-sensitive friend Dyon Stadd, who had fallen prey to Abeloth's influence, was planted with a homing beacon and set free by Khai to find Abeloth. Stadd found her in a cave on the side of a volcano, and Abeloth entranced him before touching him and beginning to consume his life energy. However, she suddenly sensed the approach of the Jedi and Sith allies—who were tracking Stadd—and left him for dead, fleeing deeper into the cave. When her foes found her in a courtyard at the end of the cave, Abeloth took on Ming's appearance in an attempt to make Skywalker believe that she was, in fact, his long-lost lover. Skywalker eventually saw through her charade, however, realizing that Abeloth had actually consumed and killed Ming, and attacked her.

In the ensuing battle, the Sith betrayed the Jedi and created a control web, a trick they had learned from the dark side Nightsisters, in an attempt to capture Abeloth and force her to serve them, but she broke free and repulsed all of her assailants with a massive Force wave. She fled back up the cave and consumed and killed the Sith who had been left to stand guard with a recuperating Stadd, before turning to Stadd to finish consuming his life energy. However, her enemies had recovered from her attack and pursued her back up the cave, and Skywalker suddenly arrived on the scene. She took on the appearance of Stadd while projecting an image of Ming in an attempt to trick Skywalker, but he saw through it and stabbed his lightsaber into what appeared to be Stadd's chest. She morphed back into her true form, then, and prepared to unleash a wave of dark side energy, but appeared to die halfway through. All of the beings who had been affected by her influence were instantly freed, and the Skywalkers and three Sith—Khai, Khai's father, Gavar, and High Lord Sarasu Taalon—remained behind to investigate more into Abeloth. However, they soon discovered that she had somehow switched bodies with Stadd, and was thus not dead.

On the run

\"Luke… Join with me. Save me…\"

\"I will. I will save you.\"

- Ming's presence within Abeloth and Luke Skywalker

By the time the Sith and Jedi returned to the Skywalkers' ship, the Jade Shadow, Abeloth had already broken free from the vessel. She summoned Ship to return to the world, although the three Sith claimed to the Jedi that they were the ones to have called Ship back. Ship then convinced the Sith that they could find Abeloth by using the Force nexus known as the Pool of Knowledge, and took the five allies to find it. Abeloth, meanwhile, returned to the Jade Shadow and fled the planet. After seeing a vision in the Pool of a Jedi queen whom he believed could stop the Sith invasion, Taalon jumped into the Pool and a duel broke out between the Jedi and Sith. The Jedi escaped, and, following his immersion in the Pool, Taalon began to slowly transform into the same kind of entity as Abeloth.

Abeloth, meanwhile, traveled to the pacifistic Force-sensitive Fallanassi on the moon Pydyr and took over the body of their leader, Akanah Norand Goss Pell. The Jedi, accompanied by Vestara Khai—whom they allowed to accompany them despite the fact that they knew she was working as a spy for her Tribe—tracked Abeloth to Pydyr. Khai sent out a message to the Sith fleet, and the Sith sent shuttles of reinforcements, including Taalon and Gavar Khai. They agreed to work once more with the Jedi, and Luke Skywalker led the tenuous allies to the Fallanassi village where Abeloth was hiding. After they broke through Abeloth's defenses of illusions in the White Current, she came to meet them in the form of Pell. Taalon began to interrogate her about Abeloth, and she revealed that she had come to Pydyr because she was a Fallanassi. However, when she refused to answer Luke Skywalker's question of whether that meant Abeloth had always been Fallanassi, or whether she had only recently joined, Taalon ordered Gavar to kill one of the Fallanassi. In response, Abeloth used the White Current to induce visions that drove all of the Sith—save Khai and Taalon—insane, giving up her cover. She then took Taalon into a gathering hall in the Fallanassi village to speak with him, but the Jedi and Vestara followed.

Luke Skywalker engaged Abeloth in battle once more, and he again defeated her, killing Pell's body. However, Abeloth deserted that body and returned soon after in the form of Callista Ming. She incapacitated Skywalker, while Taalon—who desired to learn from Abeloth what exactly he was becoming—captured Ben in a Force net. As Taalon and Abeloth conversed, Abeloth revealed that she knew he could not eat mortal food, and then began to feed him dark energy from her tentacles. However, Luke returned to consciousness and brought the ceiling of the hall they were in down upon them, distracting Abeloth while Vestara Khai stepped forward and killed Taalon to prevent him from becoming another being like Abeloth. In the ensuing fight, Abeloth was severely injured by the Jedi, and she fled in Ship, escaping the system. The Skywalkers, now with Khai as their ally, were reinforced by a flight of Jedi in StealthXs sent from Coruscant, who helped them fight off the remaining Sith so that they could continue to hunt her down.

Abeloth stopped first at Meliflar Station, where she forcibly imbued the girl Fala with some of her own energy to use her as bait, and forced the space station's crew to set up an ambush for the Skywalkers, so that when they arrived the Jade Shadow would be destroyed instantly. Abeloth then continued on to the planet Nam Chorios. Her planned ambush for the Jedi failed, however, as the station's inhabitants decided instead to try and capture the vessel. Meanwhile, on Nam Chorios, Abeloth recovered and gained control of the Theran Listeners by consuming and possessing their leader, Nenn. As her influence over the Theran Listeners steadily grew stronger, Jedi Knights Valin and Jysella Horn—two of the first Knights of the New Jedi Order to fall prey to her influence—were drawn by her to the world.

However, Khai and the Skywalkers eventually caught up to Abeloth in the pumping station in the city of Crystal Valley. There, Abeloth again appeared to them in the form of Callista in an yet another attempt to sway Luke Skywalker to join with her. However, in doing so she revealed that Callista's spirit was more intact than those of the other beings she had consumed, and thus had more influence over her. Luke allowed Callista's spirit to engage him with her mind and with the Force, expanding both of their Force presences as they relived her memories of the past; he felt her love for him, as well as the pain and loneliness she felt after being consumed by Abeloth. Meanwhile, a strike team of Sith led by Saber Tola Annax arrived and began battling Abeloth as well. Abeloth tried to hide her presence behind Callista, hoping to make it appear that the being confronting Luke was Callista herself—but Luke again saw through her disguise. He used the mnemotherapy technique he had learned from the Listeners to tear Callista's spirit away from Abeloth, saving her and weakening Abeloth greatly in the process. As Callista's spirit, finally freed, faded into the Force, Abeloth reverted to using the body of Nenn. However, the Listener-Master refused to be controlled by her and stabbed himself with a lightsaber, further weakening Abeloth. Horn, who had been in combat with Ben and Khai, was knocked unconscious.

Rise to power

\"Nothing can hold her… Fool to think I could use her… What is she?… By the dark, the greatest mistake I have ever made…\"

- Darish Vol, on Abeloth

While the Sith and Jedi battled each other, Abeloth attempted to flee in Ship. However, a Jedi fleet was already in orbit, battling a Sith flotilla under the command of Gavar Khai. Luke joined the Jedi in fighter combat in the pursuit of Ship, who was heavily damaged and weakened. Ship suffered multiple hits, but managed to escape with Abeloth alive. Abeloth soon afterward contacted Gavar Khai, whose fleet was regrouping after their defeat. She told him that the Jedi, their mutual enemy, were too powerful for either of them to overcome separately,[6] and they discussed an alliance. He then took Abeloth to the Tribe's homeworld, Kesh, where a meeting of the Tribe was called by Grand Lord Darish Vol. Vol decided to accept the alliance, and Abeloth was brought to the surface for a large celebration.

That evening, however, Abeloth appeared to Vol in his sleep and attempted to kill him. He allowed her into his mind, and she was too reckless in her approach, letting him in turn enter her mind. He discovered the pain of her loneliness and her need for adoration, and dueled her mentally, telling her that she was unloved. Abeloth's assassination attempt turned into an attempt to fight free from Vol's grasp, and she finally broke free. Infuriated and in agony, Abeloth unleashed waves of dark side power onto the Sith capital city of Tahv, killing thousands and leaving the city in ruins. As she fled in Ship, she used the mental hold she had begun to develop over several of the Sith to influence them to defect from the Tribe's armada and join her. Leading those forces was Gavar Khai in the ChaseMaster frigate Black Wave. They successfully escaped Kesh, and upon their rendezvous, Abeloth ordered Khai to lead the Jedi and Sith who would inevitably attempt to find her astray.

As Vestara Khai and the Skywalkers continued to hunt for Abeloth, she took the form of the Jessar Rokari Kem, a highly popular resistance leader who was due to become a Senator in the Galactic Federation of Free Alliances. When Gavar Khai and a team of nine other Sabers were killed by Abeloth's pursuers, she granted command of the Black Wave to Saber Tola Annax. However, she soon afterward stripped Annax of her powers, filled her with dark energy and left her as bait on the planet Upekzar, where she laid a trap for the Jedi. Meanwhile, in the guise of Kem, Abeloth traveled to the galactic capital Coruscant, where she found that several Sith, including High Lord Ivaar Workan, had already infiltrated the Galactic Alliance government.

Without revealing her true identity as Abeloth, she then threatened Workan—who was masquerading as Senator Kameron Suldar—to stay out of her way, and suggested that she knew his secret. Meanwhile, the Jedi Order left all operations on Coruscant under the pretense of needing to distance itself from the Galactic Alliance and act as its own authority, rather than as an official branch of the government—however, unbeknownst to Abeloth and the Sith, Luke Skywalker knew of the Sith's infiltration and was hoping to lure the Sith into making a move on Coruscant. Soon afterward, Vol arrived on Coruscant and attempted to assassinate Kem—Workan had told him that Kem was the only thing standing in the way of the Sith taking control of the government. However, Abeloth defeated Vol and subsequently called Workan, showing him Vol's decapitated head and ordering that he meet with her the next day.

Still in Kem's guise, Abeloth met with Workan and ordered that he initiate a vote to replace the current interim Chief of State, Padnel Ovin, with herself, and then help her achieve the title of \"Beloved Queen of the Stars\" and then goddess. During the Senate session, Workan called for the vote, but Ovin came forward to make a speech—unbeknownst to Abeloth and the Sith, he was stalling to give his Chief of Staff, Wynn Dorvan, time to assist in the rescue of Jedi Leia Organa Solo, whose arrest Workan had arranged. Abeloth finally grew tired of Ovin's speech and caused him to collapse; he was soon after pronounced dead. Workan then insisted that the vote be held immediately, and with the help of the Force to influence some of the Senators, Kem won with four-fifths of the Senate's vote, thus making Abeloth Chief of State. Abeloth subsequently came to see Dorvan, who had been captured by three Sith, and shed her disguise as Kem to reveal her true form to him, to his horror.

\"Death\"

Abeloth's reign eventually came to an end with the Liberation of Coruscant. Using Dorvan as her aide, she solidified her rule on the planet until the Jedi began striking at the Lost Tribe across the planet. Under Dorvan's advice, the Sith retreated into the Jedi Temple. Realizing that the Sith would be unable to maintain their hold on Coruscant, and also seeing the opportunity to recreate her family, she abducted Vestara Khai and Ben Skywalker.

To distract the Jedi, Abeloth caused cataclysmic seismic activities on Coruscant, ensuring the potential death of billions if they gave chase to her. Abeloth's Korelei-avatar brought Vestara and Ben to her planet with the intention of forcing them to drink from the Font of Power, which would transform them into - for lack of a better name - the new family of Ones who would reshape the galaxy to their liking. She also sent out Ship to attack Luke Skywalker, anticipating that he would attempt to stop her. Abeloth then mindwalked the majority of her essence into the Realm Beyond Shadows to duel with Luke Skywalker, as well as Darth Krayt, a Sith Lord that was not affiliated with the Lost Tribe of the Sith. It was a grueling duel, although they eventually succeeded when Abeloth's avatar bodies were being destroyed one-by-one across the galaxy, eventually sinking into the Lake of Apparitions afterwards. Although Abeloth was dead, the Jedi Order knew that she would end up returning sometime (after becoming strong enough to do so), with Luke knowing that such a Force entity couldn't be \"truly\" killed. According to Luke, Abeloth might not even return during his and the other Masters' lifetime, but even a hundred years or a hundred thousand years later. As a precautionary measure, the Jedi intended to locate the Mortis Monolith in order to obtain the Mortis Dagger, ensuring they would have a way to kill Abeloth for good if she were to return.

Personality and traits

\"Silly Jedi. No one can explain Abeloth.\"

- Akanah

Abeloth was a being created as a servant by the three Celestials: the Father, the Daughter, and the Son.

She was antagonized by loneliness; she felt an absolute need to be loved and adored, and was nearly overcome when Vol attacked her with the idea that she was hideous and despised. She fed her craving for adulation by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This stemmed from her original fear of losing her family, who remained ageless while she became old and decrepit. In an attempt to hold on to the life she had, Abeloth drank from the Font of Power and bathed in the Pool of Knowledge, which corrupted her mind and twisted her love for her family into a craving for companionship. When her family abandoned her on their planet—the very reason she committed her crimes in the first place— she was driven insane by loneliness and despair. She fed on fear and destruction in an attempt to gain more power, as her ultimate goal was to recreate her lost family—she tried to force Ben Skywalker and Vestara Khai to drink from the Font of Power, intending them to be the replacements for the Son and Daughter.

Abeloth had the ability to change her appearance at will, often taking on the appearance of Callista Ming, whom she had consumed. However, Abeloth's true form was that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She had a long cascade of straw-like, honey-blond hair that reached to the ground and a large, full-lipped mouth that stretched from ear-to-ear and contained needle-like teeth. Her arms were stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body was rigid and straight, and when she walked or ran, her legs rippled forward more than they swung. In addition, her body was enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.

Powers and abilities

\"I am programmed to obey a strong will. The girl is strong. You are stronger, Sword of the Jedi. But neither of you can break the hold she has on me. She is older, and more powerful than you can possibly imagine.\"

- Ship, to Jaina Solo

While Abeloth appeared as a humanoid female of indeterminate species to most, Luke Skywalker saw her true form beyond shadows and Vestara Khai was able to see her true appearance after Khai discovered Abeloth's treachery against the Sith. Abeloth could command the native flora of her planet to do her bidding and also had the ability to influence the minds of Force-sensitive beings who had spent an extended period of time in the Maw, causing in them a psychosis which made them believe that everyone—except for other such psychotic beings—had been replaced by impostors and instilling in them a desire to find her. Once the influenced being found her, she consumed their life energy, killing them and making herself stronger. The strength of her influence was formidable—even when the Jedi learned what symptoms to look for, upon the onset of the psychosis they still believed that everyone they knew was an impostor. She was also able to control the Meditation Sphere Ship which was programmed to obey the strongest will; her powers overwhelming those of the Sith's and of the Jedi's attempts to control the Sphere. Described by Tahiri Veila as a living Force volcano, Abeloth's strength in the Force was a dozen times that of Luke Skywalker, who was widely recognized as the most powerful Force user in the galaxy. However, Skywalker was able to defeat her despite this.

Abeloth wielded exceptional telekinetic powers, using the Force to blast everyone away from her during her battle with the Sith and Jedi. She was able to resist the powers of a control web, and was also able to teleport herself from one place to another, a power which she also used during her battle with the Sith and Jedi. Abeloth was able to take on the physical appearances of beings that she had consumed, including Callista Ming and Dyon Stadd, and she was also able to project images of other beings, as she did when projecting an image of Callista while she herself took on the form of Stadd in an attempt to trick Luke Skywalker. Abeloth was able to redirect Vestara Khai's Force lightning back at her. She was also more than capable of using Force lightning herself, using it in multiple fights with the Sith and Luke Skywalker. Abeloth's sheer strength was extensive—after her mental duel with Vol, she released waves of Force energy on Tahv that caused the beings in her vicinity to implode, those farther away to be ripped to pieces, the buildings to melt to the ground, and glass and weaponry to fly through the city, looking for someone to hurt so that they could feel the pain she felt. Abeloth was capable of producing a Force-flash that could affect the visuals of ships in an entire star system. She was known to feed on fear and death. She was also capable of using the Fold space ability.

Abeloth was also able to possess or switch bodies—before Skywalker could kill her, she switched bodies with Stadd and took on Stadd's appearance, tricking the Jedi and Sith for several days into believing that she was dead. Later, she took over the body of the Fallanassi Akanah Norand Goss Pell, although Pell fought back. When she was again defeated by Skywalker, she left Pell's body and returned in the form of Callista soon after, and told Skywalker that she had more bodies than he could destroy. She was also capable of absorbing the consciousness of beings in order to further enhance her power, as Callista Ming's mind dwelled within Abeloth. However, Luke was able to use mnemotherapy to rip Callista Ming's soul free from Abeloth and allow her to rest in peace, severely weakening Abeloth in the process. She was later able to use her abilities to impersonate Rokari Kem and gain prominence on Coruscant. When Vol attempted to assassinate Kem, she beheaded the Grand Lord and forced High Lord Ivaar Workan to aide her in becoming Chief of State of the Galactic Alliance. Later, she also possessed Imperial Officer Lydea Pagorski, as part of a plan to help Natasi Daala gain power in the Imperial Remnant for her own purposes. However, her dependency on avatars was ultimately her greatest weakness: killing a significant amount of avatar bodies in her possession also resulting in her strength weakening rapidly to the point of death, which Luke ultimately utilized to deliver the finishing blow on Abeloth in their duel. Also, she preferred to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies failed to last for long before deteriorating.

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If Abeloth fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"N2RlYWRkYmI2ZTdl","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

Abeloth has advantage on saving throws against Force Powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MjU4MmNiMDU5MzMx","flags":{},"name":"Font of Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

When Abeloth rolls damage for a power, she can spend 1 additional force point to reroll a number of the damage dice up to her Charisma modifier (5). She must use the new rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MjEyMjRkZDlhYzQ0","flags":{},"name":"Pool of Knowledge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MTc4ZjMzYTZjNjBk","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

Abeloth is an 18th-level forcecaster. Her Forcecasting Ability is Charisma (force save DC 20, +12 to hit with force powers). Abeloth has 77 Force Points and

knows the following powers:

At will: Burst, Feedback, Force Push/Pull, Give

Life, Saber Reflect, Shock

1st level: Cloud Mind, Force Mask, Force Throw,

Project

2nd level: Coerce Mind, Hallucination

3rd level: Force Lightning, Force Repulse, Knight

Speed, Telekinetic Storm

4th level: Drain Life, Mind Trap

5th level: Dominate Mind, Greater Feedback,

Siphon Life

6th level: Mass Coerce Mind, Telekinetic Burst

7th level: Force Project, Whirlwind

8th level: Death Field, Earthquake, Telekinetic

Wave

9th level: Master Feedback

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"YjczZDc1YjYyMzJj","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

.

Abeloth teleports up to 120 feet into an unoccupied space she can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OWFiYTIyZTkzYjQz","flags":{},"name":"At Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/263_-_Avatar_of_Abeloth/avatar.webp","data":{"description":{"value":"

.

Abeloth casts an at will power.

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.

Abeloth attacks once with shotosaber.

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.

Abeloth uses her teleport action.

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DesignationNon-sentient
ClassificationReptile
Distinctions

Long, snakelike body

Homeworld
  • Dagobath
  • Nal Hutta
HabitatSwamps
DietCarnivore

The dragonsnake (also spelled dragon snake) was a large, predatory reptile that dwelled in the muddy waters of certain planets, including Dagobah and Nal Hutta. During the Clone Wars, the Jedi Master Obi-Wan Kenobi had a run-in with a dragonsnake while searching for Ziro the Hutt on Nal Hutta. Years later, Luke Skywalker crash-landed on Dagobah, where his astromech droid R2-D2 was swallowed and spat out by a hungry dragonsnake.

Biology and appearance

Living in the murky waters of swamp-covered planets such as Dagobah and Nal Hutta, the dragonsnakes were large serpentlike beasts with sharp fangs. Although voracious, they were incapable of digesting metal.

Behavior

Dragonsnakes were predatory animals, living off the flesh of other creatures. They hid under the muddy water, waiting for their next meal to come close enough. After snatching its prey, a dragonsnake would then dive back under the water.

History

At some point during the pan-galactic conflict known as the Clone Wars, the Jedi Masters Obi-Wan Kenobi and Quinlan Vos attempted to track down Ziro the Hutt on Nal Hutta. During the mission, Kenobi was attacked by a local dragonsnake. The creature was killed when the Jedi Master thrust his ignited lightsaber in the dragonsnake's head.

In 3 ABY, the aspiring Jedi Luke Skywalker accidentally landed in the middle of watery peat bog on Dagobah. A hungry dragonsnake that hid there snatched Skywalker's astromech droid R2-D2, mistaking him for a living organism. Upon realizing that its prey was inedible, the dragonsnake forcefully spat out the droid, who survived the encounter unscathed.

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The dragonsnake can hold its breath for 1 hour.

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If the dragonsnake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

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The dragonsnake can make three attacks: two with its claws and one with its bite.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (3d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

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The Sea Leviathan is an aquatic beast specially bred by the Givin Vul Isen, a scientist of Darth Krayt's One Sith Order, for life in the deep seas of the Outer Rim planet of Dac. It is a creature of considerable length and mass, having pectoral fins that were on either side near its chin, as well as a taloned caudal fin for propelling itself through the waters.


The Sea Leviathan has a gaping maw filled with rows of long teeth. Like its terrestrial cousin, it has two sets of yellow eyes and four nostrils. The Sea Leviathan has a green hide. Cranial horns are situated on either side of its face and head, which give way to the rows of blister pods that begin at the creature's neck and continue down the length of its entire body. The pods serve as siphons of life-energy, as well as being the Sea Leviathan's primary means of attack.


Behavior. Despite its considerable girth, the Sea Leviathan has incredible speed; it is often able to out-swim its prey and is even able to keep pace with underwater attack craft. The beast actively hunts its prey, and when in close proximity, the blister pods resonate with a sickly green aura as they began to drain the life of the intended target. Due to Vul Isen's special engineering, however, the Sea Leviathan only activated its blister pods when hunting Mon Calamari and did not use them when combating other sentient or non-sentient species. Should the beast be attacked by other creatures or beings, it relied only on its size, speed, and teeth as a means of defense.


History. Sea Leviathans are not a natural occurrence, but are instead a variation of the terrestrial Leviathan that was created through alchemical practices millennia before by the exiled Dark Jedi of the Hundred-Year Darkness. In accordance with Darth Krayt's ordered extermination of the Mon Calamari species, Sith scientist Vul Isen engineered a semi-sentient beast that was not only indulgent upon the life energy of its victims but was also able to assimilate their sentience as well. Each absorbed life allowed the Sea Leviathan to think more like a Mon Calamari; it then instinctively located them in their dwellings and commenced massacring them in kind. The power of the Force was required to bring the beast to life. Through their mastery of the dark side, Vul Isen and his colleague, the Quarren Sith Lord Darth Azard, imprinted parts of their own consciousness onto the Sea Leviathan's mind to awaken it from its vegetative slumber.

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The leviathan regains hit points equal to any necrotic damage dealt by its attacks to living creatures. If this damage reduces a living creature to 0 hit points, the leviathan kills the creature by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces.

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The leviathan's melee weapon attacks are considered enhanced.

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If the leviathan fails a saving throw, it can choose to succeed instead.

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The leviathan is immune to any effect that would sense its emotions or read its thoughts, as well as all force powers and abilities that would determine its location. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

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The leviathan deals double damage to objects and structures.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MTY0MmMyNThkN2Q0","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"N2MxN2VkYmY5ZWM0","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The leviathan can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"ZDE0ZTg2YWFjYjU3","flags":{},"name":"Tail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +18, Reach 20 ft., One target. Hit : 26 (3d10+10) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"ZGNmZGI1Nzg4Mzdm","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +18, Reach 5 ft., One target. Hit : 23 (3d8+10) kinetic damage plus 9 (2d8) necrotic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the leviathan can only bite the grappled target and has advantage on attack rolls to do so.

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.

Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

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.

The leviathan creates three bolts of lightning from its blister pods, each of which can strike a target the leviathan can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 11 (2d10) lightning damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If a target would take 0 lightning damage from this attack, they do not take any necrotic damage from it either.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":16,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NTYyZGMwYWUzN2Ew","flags":{},"name":"Tidal Wave (Recharge 6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

.

While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up to 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 23 Strength saving throw. A creature takes 33 (6dl0) kinetic damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 23 Strength saving throw or take 27 (5d10) kinetic damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 23 Strength (Athletics) check to swim at all during that turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":16,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"MDc1Yzg1NzJhMWVj","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/354_-_Sea_Leviathan/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

","public":""},"alignment":"Lawful Light","species":"","type":"force entity","environment":"","cr":25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["necrotic","poison"],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dr":{"value":["lightning","psychic"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened","paralyzed","poisoned"],"custom":""},"senses":"truesight 120 ft., passive Perception 25","languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ani":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"nat":{"value":1,"ability":"int","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":1,"ability":"cha","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","token":{"flags":{},"name":"The Ashla","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"SljivzMg7E2uVute","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":276,"max":276},"bar2":{"value":19,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTQ1MGM0ZDllM2Q3","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla's forceasting ability is Wisdom (force save DC 23). It can innately cast the

following force powers:

At will: force push/pull, force sight, force throw, project, sense

force, sever force

3/day each: force project, force suppression, sanctuary,

telekinesis, telekinetic burst

1/day each: improved force camouflage, master revitalize,

stasis field, wall of light

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NmFmYWQ0YjRmMWQy","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

If the Ashla fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NzZkNjUyYzUxMGYz","flags":{},"name":"Limited Force Immunity","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla is immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZGRhMjdmZjkyYjM1","flags":{},"name":"Radiance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

As a bonus action, the Ashla can emit a blinding light. A creature that starts its turn within 30 feet of the Ashla must succeed on a DC 23 Constitution saving throw. On a failure, the creature is blinded and stunned until the start of its next turn. The saving throw is made with disadvantage if a creature is of a dark alignment. A creature that successfully saves against this effect is immune to this ability for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MDg5OWFhMDdhYzI4","flags":{},"name":"Radiant Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla's attacks are considered enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MzhhZDYwYzA1MmVi","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NDRjNWI4NDZkYjlm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Ashla makes three unarmed strikes, or it uses its light of the force and makes an unarmed strike.

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Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 19 (3d8+6) kinetic damage plus 13 (3d8) force damage

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.

The Ashla directs a beam of pure force at a creature it can see within 120 feet. The target must make a DC 23 Wisdom saving throw, taking 55 (10d10) force damage on a failed save or half damage on a successful save.

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.

The Ashla targets a creature within 60 feet and fills it with the power of the light side. The target creature regains 40 (6d10+7) hitpoints and is cured of all poisons and diseases affecting it, and if it is frightened, paralyzed, petrified, or stunned, those conditions are ended.

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.

The Ashla attempts to quell the aggressive and hateful emotions and thoughts in creatures within a 60 foot radius. Each creature of the Ashla's choosing must make a DC 23 Wisdom saving throw. On a failure, a creature cannot take aggressive actions until the start of its next turn. If the Ashla or a creature unaffected by this ability harms an affected target, the effect ends immediately.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"YzczMjIwNzFlNTcy","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/279_-_The_Ashla/avatar.webp","data":{"description":{"value":"

.

The Ashla teleports to a point it can see within 60 feet.

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.

The Ashla makes an unarmed strike.

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.

The Ashla casts an innate force power.

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.

The Ashla uses its Peace action.

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Average Height1 meter
Skin Color
  • Green (youth)
  • Purplish yellow-gray (adult)
Homeworld
Coruscant

Hawk-bats were reptavian creatures with a curved beak and leathery wings that could be found on urbanized worlds like Coruscant and Taris.

Overview

They were believed to be one of the two only native Coruscanti species left in existence (the Thrantcill being the other). Both were feared and admired, although they were considered an elegant species. To get on a hawk-bat's bad side could be very dangerous. As a result, very few lived in captivity.

Because of this, they became a symbol for many swoop gangs and pirates. The lightsaber form Ataru was named after the hawk-bat. One of the battalions which fought under the 101st Regiment during the Clone Wars was also known as the Hawkbat Battalion.

The wingspan of a hawk-bat averaged 1.5 meters. The wings consisted of a thin membrane stretched over a series of wing-bones. The membrane itself was studded with spiky growths. The hooked beak of a hawk-bat contained tiny teeth that could tear prey to shreds, which they found with a combination of accurate eyesight and echolocation.

Flocks of hawk-bats would hunt and attack their prey as if they were one. Though they favored granite slugs and shadowmoth larvae, hawk-bats would feed on anything that moved. Even large enemies could be taken down by a large flock of hawk-bats. Though a solitary hawk-bat could prove to be a significant threat, it was weaker when it was alone.

If one hawk-bat was disturbed, all of its companions would attack the aggravator at once. They usually traveled in large flocks through the pipes and lower levels of Coruscant. Every few months, they migrated despite lack of seasons within the lower levels. Because of this, many scientists came to believe that hawk-bats evolved during the ancient times of Coruscant, making them the only known species to survive Coruscant's urbanization. Hawk-bats hated the cold and usually stayed away from it. Many lived on power cables or in heated vents, hanging upside down from warm pipes below buildings.

Like other avian species, the young of hawk-bats hatched from eggs. They lacked the feathers exant in most avian species, but were covered in leathery scaled skin normally found in reptiles and were thus actually reptavians. To keep their young safe during this critical period, hawk-bats would camouflage the brown and green eggs as best they could to make them appear to be mere rocks. And though the eggs may have looked abandoned by their parents, it was certain that one of them—most likely the mother—was keeping eye on the nest from a distance.

Hawk-bat mothers were extremely protective of their young. Any predator who saw through the camouflage and threatened the eggs would quickly learn the full fury of a hawk-bat mother's wrath.

When they hatched from their eggs, young hawk-bats had green skin and were fully independent. Upon reaching maturity, the hawk-bat would shed its green skin and emerge with purplish-gray skin.

Hawk-bat as delicacy

Sometime before or during the Imperial Period, Ortolan chef Handree Braman discovered that hawk-bat flesh was edible. He recommended cooking it at 1,000 degrees for no more than twenty minutes.

Many beings found hawk-bat meat delicious, and hawk-bat eggs were considered a delicacy. Emperor Palpatine had a private aviary of hawk-bats in the Imperial Palace on Coruscant, where he and guests could have hawk-bats at their leisure.

Hawk-bats managed to survive the Yuuzhan Vong War, and seem to have adapted to Coruscant's newly introduced biological components.

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The hawk-bat loses blindsight when deafened.

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The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.

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The hawk-bat has advantage on an attack roll against a creature if at least one of the hawk-bat's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"The cave is collapsing!\"

\"This is no cave.\"

- Leia Organa and Han Solo

Average length1-900 meters
Skin color

Brown

Eye colorBrown
Average lifespan30.000 years
HabitatAsteroids
DietMinerals

The exogorth, colloquially known as the space slug, was a gigantic species of toothed gastropod. They were silicon-based lifeforms that survived in the vacuum of space by making their homes in the caverns and craters of asteroids. They fed on the minerals of asteroids, various stellar energy fields, mynocks (another silicon-based lifeform), ships, and other unfortunate creatures that unknowingly passed into its mouth. The average adult space slug grew to about 10 meters in length; however, there had been instances of near-kilometer-long specimens. Some slugs were known to continuously grow to sizes that rivaled capital ships in sheer bulk, with some weighing over a million kilograms.

Biology

Space slugs reproduced asexually by fission. Once an adult slug reached a certain size, a chemical trigger would cause it to split into two identical slugs. The two new space slugs would immediately become self-reliant. Space slugs also molted as a result of their growth. Occasionally, this mechanism would be overridden, and the slug would grow to monstrous sizes.

A space slug would travel through the asteroid belts they inhabited by pushing off the surface of one asteroid and floating through space to land on another. They also could use stellar winds to help propel themselves through space. Through highly evolved sense of spatial awareness, they were capable of calculating the speed, trajectory, and distance of perilous moving bodies around them. This sense of spatial acuity also aided them in hunting food. They appeared to have been able to anchor themselves into a cave in an asteroid with tendrils, which also drew nutrition directly from the asteroid itself. As a space slug did not remain in one asteroid for its entire life, it can be assumed that they could break free from their point of anchorage without causing significant injury to themselves. Although their primary diet, similar to mynocks, was passive radiation, they did tend to chomp on rocks and metal as well.

On occasion, the naturally occurring chemical trigger would cause the space slug to kill whatever occurred near them. These oddities were known to reach sizes of nearly one kilometer in length. These colossal slugs were known to take sizable bites out of capital ships that passed too close to the slug's current dwelling, and even swallow smaller vessels whole. At these sizes, the mynocks they ate would often become internal parasites, rather than nourishment, living inside the cave-like esophagus of the slugs that ate them. Some slugs had entire ecosystems of other life living within their digestive tracts.

A natural predator of the space slug was the colossus wasp.

Exogorth variations

A number of space slug variations existed, such as the giant slug, the crimson slugs, and the Cularin slugs. Giant space slugs were larger than average ones. It remains unclear if they were a separate species from the common space slug, or just individuals larger than normally reported.

Crimson slugs were a species of space slug native to the asteroids of Tapani sector. They were distinguished by a red stripe down either side of the body.

Cularin space slugs were a variety of exogorth found in the Cularin system which proved to be comparatively easy to train. Some theorized that they were descended from a domesticated form of space slug. Other theories held that these exogorths were descended from natives to the world which formed the Cularin system asteroid belt (Oblis) before its destruction, and that these creatures survived and adapted to the void of space. They may have been related to—or the same creature as—the space worms which hollowed out the moon Eskaron.

History

\"They're the last remnant of a species that predates history—an unlikely being, if ever there was one. No one knows how or why they evolved—just that we have found a number of them in the galaxy, going about their business…Time has no meaning for such a creature…We thought for a time that they might have once been plentiful in the galaxy—and the ones we find now are the only ones left.\" - Arkoh Adasca

The House of Adasca found a way to control the slugs, known to Adascorp scientists as exogorths, after the Great Sith War. Based on the research of Gorman Vandrayk, Adascorp was able to control the hunger drives, growth rate, and reproductive fission processes of the creatures. Arkoh Adasca placed control mechanisms and hyperdrive engines on a group of slugs and sought to sell them to the Republic, the Mandalorians, or the Revanchist faction as superweapons. With the Adascorp modifications, the exogorths could be sent through hyperspace to a specific system. Once there, their increased rate of growth and division could lead to destruction of space stations, asteroids, moons, and possibly even planets. The original exogorths could be sent to another system once they had divided, making it possible to disrupt or destroy hundreds of systems in a very short time. None of the parties who were invited to bid on these new weapons were enthusiastic about using them, however, all three were interested in making sure the weapon did not fall into the other parties' hands. Camper was able to escape and used the exogorths to kill Adasca atop of the Arkanian Legacy's bridge and then lure them out to Wild Space.

During the Galactic War, the lair of a rare exogorth was found in the Minos Cluster. Upon being investigated, the worm was just shedding its valuable skin, and several pieces of it were retrieved for studying.

One 80-meter-long specimen was observed by the University of Sanbra in the Borkeen Belt in 22 BBY. This space slug made headlines, as it was the largest ever found by the university.

Thousands of years later, the notorious Mugaari pirate Clabburn the Elder seeded the Hoth asteroid field with space slugs, in order to protect his hidden smuggler bases. In one recorded occurrence a slug living in that asteroid field grew to a size of about 900 meters in length. It was found and officially recorded by Gamgalon the Krish, who made a living by capturing these massive specimens.

The asteroid belt in the Algunnis system of the Trax sector was home to several huge exogorths.

Han Solo unwittingly hid the Millennium Falcon in a space slug of similar size when running from the Galactic Empire after the Battle of Hoth. Since exogorths insulated themselves deep inside asteroids and their own heat-generating waste, Leia Organa, Han Solo, and Chewbacca were able to survive inside the space slug with only breath masks to provide oxygen. Solo had heard stories for years of the giant slugs, and had been warned of their dangers, but he dismissed them as mere \"ghost stories.\"

Certain facilities that resided in space kept a space slug living close by to help keep the pesky mynock population down. To keep these specially used slugs from reproducing and growing to uncontrollable sizes, katrium was introduced into the creature's system on a regular basis.

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The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

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If the exogorth fails a saving throw, it can choose to succeed instead.

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The exogorth's melee weapon attacks are considered enhanced.

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The exogorth deals double damage to objects and structures.

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The exogorth can survive in the vacuum of space.

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The exogorth makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d8+9) kinetic damage.

If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 21 (6d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 19 (3d6+9) kinetic damage.

If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

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Salvagers

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

A scavenger or salvager, often abbreviated \"scav,\" is a\nperson or droid whose primary occupation is collecting\nlost or abandoned items or recovering wreckage from\ndisaster or battle sites.

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The salvager is a 4th-level techcaster. Its techcasting ability is Intelligence(power save DC 12, +4 to hit with tech attacks) and it has 16 tech points.

The salvager knows the following tech powers:

At will: electroshock, mending, poison spray, ward

1st level: tactical barrier, tranquilizer

2nd level: cryogenic volley, infiltrate

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The salvager has advantage on saving throws against being charmed or frightened.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The salvager makes two melee or ranged weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 7 (2d4+2) kinetic damage

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.

10 ft. cube, range 30/120 ft., DC 12 dexterity saving throw or 7 (2d4+2) kinetic damage.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target has to make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

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Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signicant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

Han Solo

Han Solo, known only as Han until being given the surname Solo by an Imperial recruitment officer, and formerly known as Cadet 124-329 while serving as an Imperial cadet, was a human male smuggler. He became a leader in the Alliance to Restore the Republic and an instrumental figure in the defeat of the Galactic Empire during the Galactic Civil War. He hailed from Corellia and became a smuggler in the employ of Jabba the Hutt, even completing the Kessel Run in just twelve parsecs with his prized ship, the Millennium Falcon. He was the son-in-law of fallen Jedi Knight Anakin Skywalker and Senator Padmé Amidala, husband of Princess Leia Organa, brother-in-law of Jedi Master Luke Skywalker, father of Ben Solo, rivals and close friends with fellow smuggler Lando Calrissian, and best friends with the Wookiee Chewbacca, his trusted copilot who swore a life debt to the Corellian smuggler. Solo ran afoul of Jabba after ditching a shipment of spice to avoid trouble with the Empire, owing the Hutt a great deal of money as a result. His fortune seemed to have changed when he agreed to charter Luke Skywalker, Obi-Wan Kenobi, and the droids R2-D2 and C-3PO to Alderaan, but he became caught up in the rebellion against the Empire and, after helping Leia Organa escape from the Death Star, briefly fought in the Battle of Yavin, which allowed Skywalker to destroy the superweapon. Solo fought with the Rebellion for a number of years afterward, taking part in numerous operations and battles against the Empire.

After the Battle of Hoth, Solo sought refuge with Organa—with whom he had fallen in love—Chewbacca, and C-3PO on Cloud City, which was operated by his old friend Lando Calrissian. There, they were captured by the Sith Lord Darth Vader as part of a trap to bait Skywalker to the city. Solo was frozen in carbonite and taken to Jabba's Palace on Tatooine by the bounty hunter Boba Fett, where he remained encased in carbonite for months until he was rescued by his friends. After returning to the Alliance Fleet, Solo was promoted to the rank of general and was given command of the Pathfinders, a special forces squad, for the Battle of Endor. Solo led the Pathfinders to Endor, where he, Organa, Chewbacca, and the special forces team, with the help of the native Ewoks, destroyed the shield generator protecting the second Death Star that was being constructed in orbit. Their actions allowed the Alliance Fleet to destroy the superweapon.

The Battle of Endor, which saw the deaths of Emperor Sheev Palpatine and Darth Vader, allowed the Rebellion to form the New Republic. In the early days after Endor, Solo continued to lead the Pathfinders against the Empire. He married Organa, and the two had a son, Ben Solo. The boy struggled with the dark side of the Force—like his mother, who was the daughter of Darth Vader and twin sister of Luke Skywalker, Ben was Force-sensitive—so Organa sent him to be trained as a Jedi by Skywalker. He was seduced to the dark side by Snoke, Supreme Leader of the First Order, resulting in the destruction of Skywalker's attempt to rebuild the Jedi Order.

Having lost their son, Solo left and returned to smuggling, and even lost the Millennium Falcon to numerous thieves. He continued to smuggle until he was brought back into the fight by a scavenger named Rey and a defected First Order stormtrooper named Finn, who carried with them a droid, BB-8, that had part of a map to Skywalker's location. Solo, who retrieved the Falcon from Rey and Finn, returned to Organa, who led the Resistance against the First Order, and fought in the battle to destroy the First Order superweapon known as Starkiller Base. During the battle, Solo saw his son, who had taken the name Kylo Ren, and tried to convince him to return home. Instead, Ren stabbed his father with his lightsaber. Mortally wounded, Solo fell to his death in the bowels of the Starkiller weapon. However, Solo's memory remained alive and appeared in a Force vision a year later to convince Ren to abandon the dark side and defeat the resurrected Emperor Palpatine, after a duel on the remains of the second Death Star between Rey and Ren, being enough for Ben Solo to return and eventually sacrifice his own life to rescue Rey.

","public":""},"alignment":"Chaotic Balanced","species":"","type":"humanoid (human)","environment":"","cr":16,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":15000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["cold","lightning"],"custom":"Kinetic, Ion And Energy Damage From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 18","languages":{"value":[],"custom":"Galatic Basic, Huttese, Understands But Cannot Speak Shyriiwook"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":7,"passive":22,"prof":5,"total":12},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":2,"ability":"cha","bonus":0,"mod":3,"passive":23,"prof":10,"total":13},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":2,"ability":"cha","bonus":0,"mod":3,"passive":23,"prof":10,"total":13},"slt":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ste":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":3,"max":3},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","token":{"flags":{},"name":"Legendary Corellian Smuggler","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"TDagccLymEfXDU8g","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":130,"max":130},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OWM5Yjk4ZmVmZWFj","flags":{},"name":"Shoots First","type":"feat","img":"systems/sw5e/packs/Icons/monsters/433_-_Legendary_Corellian_Smuggler/avatar.webp","data":{"description":{"value":"

When combat begins the smuggler may take his turn immediatly before the initiative order is determined. After which initiative is rolled by all those in combat including the smuggler.

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The Smuggler can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the smuggler.

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On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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When the Smuggler fails a saving throw, he can choose to succeed instead.

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The Smuggler deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

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If the Smuggler is subjected to an e\u0000ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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When the Smuggler rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined.

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The Smuggler is a 11th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +8 to hit with power attacks, 44 tech points).

The Smuggler

knows the following powers:

At Will: combustive shot, encrypted message, assess the

situation

1st Level: target lock, element of surprise, flash, oil slick,

smoke cloud, stack the deck

2nd Level: translocate, mirror image, charge powercell,

infiltrate, smuggle

3rd Level: debilitating gas, invisibility to cameras

4th Level: salvo

5th Level: mislead, override interface, shutdown

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The Smuggler halves the damage that it takes from an attack that hits it.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Smuggler makes three weapon attacks.

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Ranged Weapon Attack +12, Range 40/160 ft., One target. Hit : 20 (3d8+7) energy damage

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 17 (4d4+7) kinetic damage

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Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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As a bonus action, the heavy gunner can move up to its speed toward a hostile creature that it sees.

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The heavy gunner has advantage on saving throws against being frightened.

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The heavy gunner deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The heavy gunner makes two attacks with its blaster cannon or bash.

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.

The heavy gunner sprays a 10-foot-cube area within range (range 100/400) with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (2d12+4) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"MzFjNDI3YTE5MDJh","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/360_-_Mandalorian_Heavy_Gunner/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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ClassificationInsectoid
Skin ColorBrown
Eye ColorRed
Distinctions
  • Thin arms
  • Large
  • Hooked claws
  • Spiked carapace
Homeworld
Ryloth
Habitat
Ryloth's equatorial forest
Diet
Carnivorous

Gutkurrs were a species of predatory insectoid carnivores native to the planet Ryloth. During the Clone Wars, the Confederacy of Independent Systems deployed gutkurrs to attack Galactic Republic clone troopers during the Battle of Ryloth. Gutkurrs were resistant to blaster bolts and were said to be the second-most dangerous predator on Ryloth, the first being lyleks. Gutkurrs were also found on the planet Onderon.

History

During the Separatists occupation of Ryloth, TX-20 had his troops capture several Gukurrs and had them placed in cages near his proton cannon battery in Nabat. He then had his sergeant starve the Gutkurrs.

When the Republic sent General Obi-Wan Kenobi's Ghost Company to secure Nabat for their landing, TX-20's sergeant then released the Gutkurrs. The Gutkurrs attacked and killed several of Kenobi's troopers. However, Kenobi was able to lure several them away from his troopers using the Force and then had his troopers seal them off. Several Gutkurrs also attacked troopers Boil, Waxer, and Numa at her home before escaping through a secret passage.

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While it has 10 hit points or fewer, the gutkurr has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

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.

The gutkuur can make two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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\"Those clankers have tough armor!\"

- Commander Cody, on the durability of the BX-series

ManufacturerBaktoid Combat Automata
ClassBattle droid
Degree4th degree droid
Height
1,91 meters
Weight85 kg
GenderMasculine programming
Sensor colorWhite

The BX-series droid commando, more commonly known as the commando droid, was an elite battle droid model made for stealth assignments.

Characteristics

\"Welcome to Rishi…Commander. As…you can see, the outpost is operating at…peak efficiency. Thank you for visiting…and have a…safe trip…back.\"

- A droid commando trying to imitate a clone trooper

These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter.

History

\"Well... at least they're not destroyer droids.\"

- Anakin Skywalker to Adi Gallia after being ambushed by droid commandos.

BX-series droid commandos were designed to accomplish tasks that an overwhelming force of droids could not. Captain Rex and Commander Cody both defeated droid commandos in combat on the Rishi moon, and the clone deserter, Cut Lawquane, managed to defeat a force of 20 Commando droids with only minimal assistance from Captain Rex on Saleucami, although the droids they fought were heavily damaged. They were capable of hand-to-hand combat, had greater accuracy with their E-5 carbines, and even sniper capability. However, due to their prohibitive cost, they could not be mass-produced in such a manner as to replace the Confederacy's other battle droids so they were used for special operations, boarding parties, and raids.

Battle of the Rishi Moon

\"The outpost is secure, General. We shut down the alarm and turned on the all-clear signal.\"

- A droid commando reporting the capture of the listening post to General Grievous

Around 22 BBY, Confederate General Grievous, the Supreme Commander of the Droid Armies, planned to invade the Wild Space planet of Kamino, where the Republic clone troopers were grown. In order to invade the planet unnoticed, Grievous sent several Droch-class boarding ships containing BX-series droid commandos to the moon of Rishi, where a Republic listening post, the Rishi Station was located. The clones stationed on the listening post identified the boarding ships as a meteor shower, and did not alert a nearby Republic fleet. The droids caught the deck officer, CT-327, by surprise, stunning and killing him. They then infiltrated the listening post, but were met by two clones, Droidbait and Nub, who had been sent by Sergeant CT-19-7409 to find out why CT-327 did not reply. Upon hearing fire, the remaining clones rushed to help, but were outnumbered by the commando droids. CT-19-7409 was also killed by the commandos in the ensuing firefight. However, four clone troopers were able to escape the station through a ventilation shaft. The droids then secured the post and jammed the all-clear signal.

The droid commandos, however, were not aware that a routine inspection of the station conducted by Commander CC-2224 and Captain CT-7567 was on its way. Upon arriving in the Nu-class attack shuttle Obex, the two clone officers were greeted by a commando droid dressed in a clone armor. The droid tried to convince the clone troopers to leave the listening post; however, CT-7567 saw a droid attack flare fired from the survivors. Realizing the trick, he shot the disguised droid through the head. The commando droids then launched an ambush, and after throwing grenades toward the clones and destroying shuttle, the droids believed that the two had died in the explosion. In fact, CC-2224 and CT-7567 had survived with the help of their harpoon cables. Meeting the survivors of the first droid assault below the station, the officers introduced themselves and a plot to retake the station was developed. CT-7567 used a droid commando head to cheat the droids within the station to open the door. The clones then stormed the station, eventually regaining control of the control center after killing the commandos, including the droid captain. Despite reinforcements sent by General Grievous, the clone troopers blew up the station, cutting off the all-clear signal, thus alerting the Republic fleet of the planned Confederate invasion.

Ambush on Kynachi

Jedi Nuru Kungurama and his squad, called Breakout Squad, fought three of these units on a mission on the planet Kynachi.

Battle of Ryloth

During the Battle of Ryloth, at least two droid commandos were present in the capital city of Lessu. The two attacked the ARF troopers Razor and Stak, shortly after the two troopers activated the plasma bridge and allowed Republic forces to enter the city. Even using fellow battle droids as projectiles, they eschewed the use of blasters and engaged the two troopers in hand-to-hand combat, but were soon defeated.

Senate Hostage Crisis

Later on, two of these units were used by bounty hunter Cad Bane during his capture of the Senate Building. After killing a contingent of Senate Commandos that guarded the landing area, the two BX-series droids stripped two bodies of their armor and disguised themselves as the commandos. They later escaped with Bane, Ziro and the other Bounty hunters.

They were also deployed during the Battle of Tirahnn.

Battle of Saleucami

A squad of such commando droids accompanied General Grievous when he boarded Jedi Master Eeth Koth's Venator-class Star Destroyer. The droids defeated the Jedi's clone trooper guards but were destroyed by Koth. Later, during a rescue attempt conducted by the Jedi to rescue Master Koth, Jedi General Obi-Wan Kenobi's light cruiser was boarded and its crew was assaulted by BX-series droids. Anakin Skywalker and Adi Gallia found a squad of commando droids, commanded by TV-94, guarding Koth when they boarded Grievous's flagship. Skywalker and Gallia destroyed all of the droids and rescued Koth.

Later during the Battle of Saleucami, Grievous's forces were forced to crash land onto the planet Saleucami where a pair of commando droids serving as a sniper unit were operational. The droid spotter observed the arrival of Clone Captain Rex whereupon the sniper took a shot that wounded the target. However, the sniper pair was tracked down and killed by Rex's comrades. While Rex recuperated at Cut Lawquane's farm, another squad of heavily damaged BX-series droids were in an escape pod that crashed into the fields of the farm, and were accidentally reactivated by Cut's adopted children Shaeeah and Jek. The droids attacked the farm and despite their heavy damage were able to pin down and nearly overwhelm its defenders. After a hard fought battle and close call they were destroyed by Lawquane and Rex.

Citadel Escape

In the Confederacy prison the Citadel, Warden Osi Sobeck had a team of these commandos painted with a special yellow color scheme. One of these droids was seen torturing Jedi Master Even Piell for information on the Nexus Route with an electrostaff, while an interrogation droid questioned Piell. Many of them carried hand-held energy shields. One of them was responsible for the apparent death of ARC Trooper Echo. A droid commando captain was also forced to destroy one of his own droids after the Citadel warden Osi Sobeck ordered him to do so for displeasing him.

Reinforcements on Felucia

A reinforcement battalion was sent to strengthen the position on a Separatist outpost to prevent Republic victory deep in Confederate territory of Felucia. Commando droids were present in this group, and shortly after the deployment of the reinforcments, the outpost commanded by TZ-33 came under fire by Republic AT-TEs. TZ-33 then ordered all units to form up for a counterattack, thereby lowering the outpost gate; this order proved to be the outpost's downfall as the Republic clones of Wolfpack—led by Anakin Skywalker, Plo Koon, Ahsoka Tano, Rex, and Wolffe—then attacked the droid outpost, destroying all the droids, including the commando droids. Although the Separatists did not win, Tano was captured by a Trandoshan sport hunter by the name of Lo-Taren.

Skirmish on Naboo

Just before the Skirmish on Naboo, commando droids were deployed by Minister Rish Loo on Naboo after Anakin Skywalker, Padmé Amidala and Boss Lyonie confronted him after discovering that Rish Loo was a traitor. In the fight that followed, all of the commando droids were destroyed by the Jedi and Amidala, while Loo stabbed Lyonie and fled the underwater city where the fight took place.

Battle of Kiros

Several droid commandos were present during the Separatist occupation of the planet Kiros. When the Galactic Republic came to liberate Kiros, a group of droid commandos on speeders ambushed a clone party led by Jedi Master Obi-Wan Kenobi, Anakin Skywalker and Padawan Ahsoka Tano. While the clones took some casualties, all the commandos were ultimately destroyed. Two units were also guarding the Separatist commander in-charge of the occupation, Darts D'Nar. However, they were also destroyed when Kenobi arrived.

Battle of Dathomir

Around 21 BBY, Count Dooku ordered General Grievous to eliminate Asajj Ventress, together with the Nightsisters of Dathomir. Grievous began his invasion of Dathomir, where he deployed several BX-series battle droids, together with B1 and B2 super battle droids, AATs, one Defoliator tank and other forces. One of the BX-series droids used a rocket launcher to destroy the wall of the cave, in which Talzin and Old Daka tried to kill Dooku via Nightsister magic. Grievous managed to eliminate Old Daka and a Nightsister, while Talzin disappeared. The BX-series droid emptied the cauldron, and Dooku survived.

Battle of Onderon

A number of BX-series droid commandos were present on the planet Onderon where they served under the super tactical droid Kalani, who was dispatched to defeat a local rebellion brought against the Confederacy. These droid commandos were among the forces battling the Onderonian rebels, where they were ultimately defeated due to the armaments and training the rebels had received from the Republic. When the Royal Onderon Militia abandoned King Sanjay Rash to fight for the rebels, BX-series droid commandos replaced them as his bodyguards.

Ringo Vinda

BX-series droid commando with the markings of captains served at the Battle of Ringo Vinda fighting the 501st Legion, taking several casualties during the fighting. Later, Clone trooper Tup had to be taken on a Maxillipede shuttle. More BX-series droid commandos guarded Tup until Anakin Skywalker, CT-5555, and CT-7567 infiltrated Kraken's Maxillipede shuttle and killed all of the droids.

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

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Once per turn, the commando droid can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Average height3,05 meters
Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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If the acklay moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one claw attack against it as a bonus action.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 25 (4d8+7) kinetic damage

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 29 (4d10+7) kinetic damage

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\"If you can picture a little garbage masher on four legs and covered with fur and tusks, that's a mott. Ill-tempered and brusque, in contrast to my own sweet nature.\"

- Lareen Dantara

DesignationNon-sentient
Average height1,1 meters
Homeworld
Naboo

Motts were medium sized, semi-aquatic herbivores (about 1 meter at the shoulder) native to the Gungan swamps of Naboo.

Characteristics

The motts dwelled in underground mudbank borrows. They ate a wide variety of vegetation and were a primary source of food for most swamp predators (even Gungans occasionally killed motts). Fortunately, motts had a high reproduction rate (about fifteen young per birth).

Motts lived in communes of up to fifteen adults. Communes usually consisted of a dominant male and, perhaps, one lieutenant that guarded the females and young.

They were very good swimmers, and young often hitched rides on an adult's back. They also had good hearing and a nose horn for rooting out food. Gungans found motts to be good pets even though motts were known for tearing up flower gardens.

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If the mott moves at least 15 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) kinetic damage.

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The mott has advantage on Wisdom (Perception) checks that rely on hearing.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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The commando has advantage on saving throws against being frightened.

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When prone, the commando does not have disadvantage on attack rolls made against targets within 30 feet of it.

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The commando ignores half cover and three-quarters cover.

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Once per turn, when the commando hits with a ranged attack against a target 30 feet or more away and there are no enemies within 5 feet of the commando, the commando deals an extra 14 (4d6) damage to the target. This damage is the same type as the weapon’s damage.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The IWS has three modes. As a bonus action, the commando can switch between modes.

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The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

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The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Sub-group(s)Imperial Senate Sentinel
Formed fromSenate Guard
Date foundedBefore 2 BBY
Affiliation

Galactic Empire (Imperial Senate)

The Imperial Senate Guard was an elite unit of soldiers in the Galactic Empire. Stemming from the original Senate Guard of the Galactic Republic, the Imperial Senate Guard inherited the duty to protect senators and to accompany them as they traveled the galaxy. However, their true purpose was to ensure that the Imperial Senate remained loyal to Emperor Palpatine, the architect of the New Order. A subdivision to this unit was the Imperial Senate Sentinel.

Overview

By 2 BBY, the Imperial Senate Guard's armor was a blue-colored version of the red and black suits worn by the Royal Guard and Shadow Guard respectively. They were trained solely in melee combat and equipped with cortosis staffs. Additionally, the guards also carried personal energy shields that were powerful enough to deflect lightsaber attacks.

Outwardly, the Imperial Senate Guard preserved the tradition of their predecessors by serving as protectors of the senators of the Galactic Empire. Their main loyalty was to Emperor Palpatine, however. Other duties of the Guardsmen included the protection of key Imperial installations and high-ranking officials, assassination missions, and the hunt of Force-sensitives. Although the Imperial Senate Guards were not formally members of the Imperial Military, they have at times worked alongside them if the objectives were important enough to require their presence, which included the above-listed duties.

History

In 2 BBY, several Imperial Senate Guards were attached to a military unit of stormtroopers and Shadow Guardsmen during a mission to locate the Jedi fugitive Rahm Kota. They successfully tracked Kota's location to a local cantina in Cloud City, but were subsequently annihilated by Starkiller, the secret apprentice of the Sith Lord Darth Vader, who required the former Jedi General's expertise on fighting the Empire.

The Imperial Senate Guard encountered Darth Vader's apprentice again on the planet Kashyyyk where they were killed by the Sith assassin in addition to numerous Imperial soldiers and Captain Ozzik Sturn. Their final confrontation with Starkiller took place on the Death Star I when the apprentice infiltrated the incomplete battlestation to save the founders of the Rebel Alliance from his former Master and the Emperor. Several members of both the Senate Guard and Royal Guard rallied to the Emperor's defense on the observation deck shortly after Starkiller defeated Vader in a lightsaber duel. Despite their failure to defeat him, Starkiller was ultimately slain by Palpatine just as the Rebel leaders escaped on the apprentice's starship, the Rogue Shadow.

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The Imperial Senate Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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The Imperial Senate Guard makes two attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The Gand can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the Hunter.

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The Gand's ranged attacks do not have disadvantage within 5ft.

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The Gand has advantage on Wisdom (Perception & Survial) checks made to locate his prey.

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When the Gand fails a saving throw, he can choose to succeed instead.

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The Gand does not have to breathe and is immune to any affects that rely on breathing.

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When a creature that the Gand can see attacks him. He can use his reaction to impose disadvantage on the attack roll.

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When the Gand takes damage, it can use its reaction to regain 17 (3d10+2) hit points as long as the triggering damage would not have reduced the Gand to 0 hp.

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The Gand makes three weapon attacks.

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Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 19 (3d8+6) energy damage.

The target must succeed on a Dexterity saving throw (DC16) or be knocked prone.

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The target is restrained and must succeed at a Constitution saving throw (DC 16) or be paralyzed until the end of it's next turn. The creature can use an action to attempt to escape the snare by succeeding on a Strength saving throw (DC 17) made with disadvantage.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage plus 10 (3d6) fire damage

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The Gand throws a Stun grenade, choosing a point within 50 ft., exploding in a 15 ft. sphere. Each creature within 15 ft. must make a DC 16 Dexterity saving throw. A creature takes 21 (6d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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.

The Gand makes a W-90 Concussion Rifle attack.

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.

The Gand can move up to its speed without provoking opportunity attacks.

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The Gand can recharge one or both of its recharge attacks.

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Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

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

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The commando has advantage on saving throws against being frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]},{"_id":"NDIwN2U0MWU0OTE3","name":"Close Quarters Shooter","type":"feat","data":{"description":{"value":"

Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]},{"_id":"YjEyNjE1Y2I0NTQ2","name":"IWS","type":"feat","data":{"description":{"value":"

The IWS has three modes. As a bonus action, the commando can switch between modes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]},{"_id":"YWYwNzRmNWExN2I3","name":"Leadership (Recharges after a Short or Long Rest)","type":"feat","data":{"description":{"value":"

The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]},{"_id":"MzgyMWNlYTBjM2M4","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The commando makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 10 (1d8+6) energy damage

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/285_-_Commando/avatar.webp","effects":[]},{"_id":"YjFiNzc0MjlkMzRl","name":"IWS Antiarmor Mode (6/day)","type":"feat","data":{"description":{"value":"

.

The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 8 (1d4+6) kinetic damage.

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok villager has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok villager can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok villager has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"The remote turrets will finish them off!\"

- Gorgol

ManufacturerVarious
TypeDefensive emplacement artillery

An autoturret was a blaster turret emplacement used to defend an area. Known for their killing power and effectiveness, they were employed by many factions throughout galactic history.

History

Autoturrets were used widely during the Jedi Civil War, with the Sith Empire deploying them to restrict access to the Undercity of Taris and to defend their military bases. Often, they were installed at the entrances to hidden bases, onboard capital ships, or near personal valuables.

During the First Jedi Purge, the fortified base of Khoonda on Dantooine utilized them.

In the later stages of the Clone Wars, portable autoturrets were used by both the Grand Army of the Republiic and the Separatist Droid Army for covering fire or to reinforce the defense of field command posts. These autoturrets became the standard equipment of clone and droid snipers, who were entrusted with their deployment.

Autoturret turbolasers were used extensively in sensitive Imperial installations, such as the Imperial Detention Facility on Orinackra as well as on Imperial City, and most notably on the first and second Death Star.

During the Yuuzhan Vong War, they were utilized in the defense of Ithor. The turrets tricked the warriors into destroying a building that was in actuality an explosive device to be used offensively against them.

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

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The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

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.

The turret makes two repeating blaster attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yammosks, or war coordinators, are creatures used as\ncoordinators during battles to send orders to other\nspacecraft, such as coralskippers, to optimize their\nactions. Sometimes, Yammosks are placed on covert\noperation missions where the creature uses its talents\nto link the mind of Yuuzhan Vong commandos. This\nprovides such operatives with a secured means of\ncommunications as their thoughts are linked to one\nanother. Yammosks are at least partially sentient. If\ndestroyed or badly injured, a Yuuzhan Vong war force\ntypically descended into chaos without the guiding\ninuence of its yammosk. A yammosk's control over its\nforces was also capable of being disrupted through the\nuse of gravitic amplitude modulators.

\n\t\t\n\t\n\t\n\t\t
\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Physically, yammosks resemble huge brains, kept in\nvats, which trail thousands of tentacles. Its only solid\nbodily structure is its single tooth which is hidden\nwithin its boneless esh.\n

\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t

The tooth is capable of biting with incredible force\nallowing it to break through rock and ice which are\nweakened through the secretion of acids.

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yammosk are spawned rather then being created.\nImmature members of this species are required to be\npartially submerged in nutrient liquid but in time they\nbecome full air-breathers.\n

\n\t\t\t\t\t

A yammosk is considered the physical form of the\nYuuzhan Vong god Yun-Yammka, the Slayer body\nmanifested onto the mortal plane.

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If the Yammosk fails a saving throw, it can choose to succeed instead.

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The Yammosk is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by the mind blank force power can't be perceived in this manner.

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The Yammosk can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The Yammosk can let those creatures telepathically hear each other while connected in this way.

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The Yammosk gives all Yuuzhan Vong and their creatures advantage on attack and save rolls when it is within 60ft of the Yammosk.

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The Yammosk has advantage on saving throws against force powers and other force e\u0000ffects.

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The Yammosk can cast certain certain powers utilizing its own biology and Yuuzhan Vong Biotech (Yuuzhan Vong biotech abilities will have the same guidelines as the force/tech power they are named after ). The Yammosk's innate casting ability is Intelligence (power save DC 18). It can innately cast the following powers:

At will: sense emotion, telekinesis, battle precognition

1/day each: dominate mind, mind trap

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The fi\u0000re breather makes two tentacle attacks and one fl\u0000ame sweep attack per round.

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Melee Weapon Attack +7, Reach 30 ft., One target. Hit : 20 (4d8+2) kinetic damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+ 5) psychic damage at the start of each of its turns until the grapple ends. The Yammosk can have up to four targets grappled at a time.

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The Yammosk magically emits psychic energy. Creatures of the Yammosk's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5dl0+5) psychic damage and be stunned for l minute. A target can repeat the saving throw at the end of each of its turns, ending the eff\u0000ect on itself on a success.

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The Yammosk targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the Yammosk can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Yammosk can terminate the link at any time (no action required). The target can. use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6} psychic damage. The psychic link also ends if the target and the Yammosk are more than 5 miles apart, with no consequences to the target. The Yammosk can form psychic links with up to ten creatures at a time.

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The Yammosk can use its action to allow up to 10 Yuuzhan Vong creatures to use their reaction to either to make an attack or move up to their movement speed.

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The Yammosk targets a creature with which it has a psychic link. The Yammosk gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The Yammosk can also make a Charisma (Deception} check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight} check. If the Yammosk succeeds, the mind believes the deception for l hour or until evidence of the lie is presented to the target.

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The Yammosk targets a creature within 120 feet of it with which it has a psychic link. The Yammosk breaks the creature's concentration on a power it has cast. The creature also takes ld4 psychic damage per level of the power.

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The Yammosk targets a creature within 120 feet of it with which it has a psychic link. Enemies of the Yammosk within 10 feet of that creature take 10 (3d6} psychic damage.

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The Yammosk makes a tentacle attack.

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Tsaiwinokka Hoyakut or Reanimated Dead, was a spell that could be used to create undead. This complex spell could awaken the freshly-dead and skeletons, transforming them into an unstoppable legion impervious to pain and capable of transmitting a necromantic infection through biting. These wounds became infected with Sith alchemical elements that would induce transformation into the undead.


Sith zombies served as guardians of the tombs of Sith Lords in the Valley of Golg and the Valley of the Dark Lords. The zombies' limited intelligence allowed them to wield weapons. This and their intimidating presence ensured that few sentients prevailed during an encounter with the creatures.


The zombies' physical appearances varied widely, depending on their former species and gender. Moreover, their original features were distorted depending on damage sustained during battle and by the ravages of time, as the zombies were capable of laying dormant for extended durations. There had been accounts of beings who had been felled during battle and had risen almost immediately with missing limbs and massive gaping wounds. Others had observed that the zombies were little more than half-rotted husks that emanated a horrid stench and moved with an odd shuffling gait.


With the metamorphosis into a zombie, the creature gained heightened visual acuity in the dark and strength superior to that of living beings.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage plus 2 (1d4) necrotic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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The dark aspirant has advantage on saving throws against being charmed or frightened.

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When the dark aspirant is hit by an attack, it can use its reaction to shroud itself in Force energy. Until the start of its next turn, it has a +4 bonus to AC.

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The dark aspirant is a 5th-level forcecaster. Its forcecasting ability is Charisma (Power save DC 15, +4 to hit with force attacks) and it has 24 force points.

The Sith High Apprentice Can use Twinned Power and

Heightened Power

The dark aspirant knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward,

shock

1st-level: battle meditation, curse, sap vitality, hex, improved

feedback

2nd-level: drain vitality, force camouflage

3rd-level: force lightning, choke, horror

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d8+1) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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Average lenght2,48 meters
Average mass15 kilograms
Skin color
  • Purple (female)
  • Brown (male)
Eye colorYellow, red
Homeworld
  • Anaxas
  • Various asteroid hives
Habitat
  • Jungles
  • Caverns

Fyrnocks were silicon-based creatures originally indigenous to the jungles of the planet Anaxes. Surviving the destruction of their homeworld, many Fyrnocks inhabited the resulting Anaxes asteroid belt, including the asteroid PM-1203, which contained Fort Anaxes, a military base used by the Grand Army of the Republic during the Clone Wars. Fyrnocks were hurt by sunlight and could only live under the cover of darkness, in which they became fierce predators. However, they were immune to lights that were not solar-based. Fyrnocks were typically the size of a small humanoid, but at least one was known to grow much larger.

During the Battle of Anaxes, fyrnocks prowled around a campfire set up by Clone Force 99, CT-7567, CC-2224, CT-5597, and CT-6116. Many years after the Clone Wars and the planet's destruction, Hera Syndulla and Sabine Wren encountered fyrnocks in the abandoned Fort Anaxes. Later, Jedi Knight Kanan Jarrus and his apprentice Ezra Bridger returned to Fort Anaxes, hoping to lure the Grand Inquisitor into a trap. Using the Force, they were able to convince the Fyrnocks to attack the Inquisitor and his Imperial Stormtroopers. While the Fyrnocks were ultimately unable to defeat the Inquisitor, they did manage to take down several of the Stormtroopers.

Variations

At least one Fyrnock was known to be many times the size of standard fyrnocks. This creature was far more dangerous than standard fyrnocks, being, in fact, the mother of all fyrnocks. Years after the Clone Wars, Jedi Padawan Ezra Bridger summoned this fyrnock, but had to tap into the power of the dark side to do so. The fyrnock put up a vicious fight against the Inquisitor, buying Ezra and Kanan necessary time to escape, but Ezra was briefly knocked unconscious and left shivering by the unexpected power of the dark side energy that he had summoned.

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At the start of its turn, the fyrnock can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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The fyrnock takes 5 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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The fyrnock makes two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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DesignationNon-sentient
Average height3 meters
Average length 1,5 meters
Average wingspan1 meter
Average mass640 kilograms
Skin colorBrown to blue
Feather colorDark brown
Eye colorBrown
Distinctions
  • Tiny wings
  • Blue head
  • Reddish throat flap
  • Huge legs
  • Massive claws
  • Huge beak
  • Egg shaped body
  • Small crest on head
Average lifespan20 years
HomeworldTatooine
HabitatDesert
DietCarnivore

Woodoo were massive reptavians indigenous to the desert world of Tatooine. There was a cantina on Tatooine called \"The Woodoo Dunes\" with a sign that had a picture of a woodoo, followed by two hatchlings. The sign is incorrect in the fact that woodoos rarely traveled with young, as that would endanger them and take them away from the safety of the nest.

Biology and appearance

While its 640-kilogram weight rendered it flightless, the absurd-looking woodoo's tiny wings helped the creature with interspecies communication and regulation of body heat. An abnormally large blue head was attached by a stubby neck to its equally odd egg-shaped body. A thin reddish throat flap hung off their neck. Males could stretch these flaps as a symbol of strength to attract mates or intimidate other males. The flap could also vent heat to cool down its body. Woodoo also had a small red crest on the top of their heads. The larger the crest, the older the woodoo. However, the crest on females was significantly smaller and grows slower. The woodoo's body was covered with small glands that secreted a clear, lustrous oil. The oil was somewhat like sweat, draining heat from the woodoo's feathers and then evaporating.

The woodoo was slow but extremely strong, with a powerful set of digging claws on the foot of each thick leg. It used these shovel-like claws to dig up dewback eggs and to bully local anooba packs away from their kills. They could also be used to fend off krayt dragons, as they were too slow to outrun them. However, the krayt dragons were usually victorious, being too nimble to pin down with a heavy stomp.

Woodoo skin could be made into leather and was worn by Ezjenk the Jawa, Tusken Raiders and other various sentient species. Woodoo hide was also valuable as a means of shining metals, due to its slightly rough texture. Darth Vader's helmet was polished by DD-13/HK, a DD-13 medical assistant droid, under 2-1B/DRX's orders; the motivation being an attempt to distract Emperor Palpatine from a large amount of shortcuts that the medical droids took in the procedures of reconstructing Darth Vader.

They were also tamed (with difficulty) and kept as pets. A Wookiee member of the New Republic Senate had a pet woodoo. An unidentified New Republic diplomat on Coruscant also rode a 14 year old woodoo.

Woodoo were popular game for big game hunters, as their meat was rather tasty and their bones sold well as jewelry. Woodoo eggs also made good eating, and poachers regularly supply restaurants with the eggs. Dexter Jettster makes a popular dish known as \"Woodoo Surprise\", and woodoo eggs are also served at the Mos Eisley Cantina. However, woodoo were fiercely protective of their young, and hunters, Jawas, and Tusken Raiders have been stomped on after wandering too close to their nests.

The hatchlings look very like their parents, though their body and legs are relatively scrawny compared to what they will grow to be. The hatchlings can scurry around fairly fast to avoid predators, though they will lose this speed as they mature.

Woodoos live for around 20 years, reaching maturity at 8. They typically parted ways with their parent around 7 year of age, though there have been records of woodoo hatchlings being left in the desert at the age of 4. Woodoos left at this stage rarely survive, usually being picked off by krayt dragons or Tusken Raiders.

Behavior and intelligence

Woodoos were fairly social creatures, sticking with their mates for a long time. They would take roles – one looked for food while the other guarded the nest and the young. Woodoos preferred to scavenge, as they were too slow to do any real hunting. They generally waited for another creature, such as an anooba pack, to make a kill. They then arrived, chased them off, then dragged the carcass (if small enough) to the nest. If the carcass was too large, they would use their huge digging claws to bury the corpse in the sand. They would return later to eat.

Woodoo, as mentioned earlier, were very territorial and protective of their nests. They mark their territory with feces that are, to say politely, unpleasantly fragrant. They could emit a loud shriek to intimidate predators or to signal their mate that something was wrong. Between territorial disputes or a fight over a mate, the scuffle is ritualized and almost never fatal. It involves forceful head butts, pecking, and sometimes a charge in an effort to knock the opponent over. If defeated, the woodoo backs away. However, in an encounter with a predator, the woodoo will stretch its throat flap, extend its comically small wings straight out, and attempt to place a potentially lethal stomp on the offender. But if the predator is trying to get to the nest and puts the young in danger, the woodoo will do almost anything to try and chase off the predator. The woodoo will stomp, peck, charge, headbutt, and use any means possible to deter the predator or kill it.

If a mate or hatchling dies, the woodoo will appear to grieve. The woodoo will lie by the body, fending off any scavengers foolish enough to approach. After an average of three days, they will bury the body under the sand, where it will usually mummify under the heat and dryness. If the woodoo comes across the place again, it will stay there for some time, then leave.

Once a woodoo mates, the female would generally build a nest and lay the eggs.The nests were made out of scavenged scrap metal, stones, hardened droppings, and desert brush, lined with the woodoo's own shed feathers. Woodoo eggs usually hatched after 3 months. After hatching, the hatchlings were blind, scrawny, wet, and vulnerable to sand and predators. The female stayed at the nest to take care of the young, depending on the male to bring in food. The hatchlings opened their eyes at around 3 days of age. They were curious little critters, and if the parents died, they wouldn't hesitate to waddle up to a sentient creature (such as a Jawa) in hopes of getting a new home. Once the hatchlings can stand and run, the female and male start to switch roles of hunting and caring for the young. When the woodoo have reached the age of eight, they left the nest and started their own lives as young adults.

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If the woodoo moves at least 20 feet straight toward a target and then hits it with a beak attack on the same turn, the target takes an extra 11 (2d10) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The woodoo can make two attacks: one with its beak and one with its talons.

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The woodoo lets out a deafening shriek in a 60-foot cone. All creatures that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature takes 17 (5d6) sonic damage and is deafened for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not deafened.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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Any friendly creature reduced to 0 HP within 15 feet of the Jedi Healer is automatically considered to be alive and stabilized.

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Whenever the Jedi healer uses a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the power’s level.

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The Jedi Healer is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks, 36 force points).

The Jedi Healer

knows the following force powers:

At-will: saber reflect, spare the dying, force technique, force

push/pull, turbulance

1st level: heal,battle precognition

2nd level: force barrier, restoration, stun, force enlightenment,

battle meditation, phase walk

3rd level: telekinetic storm, knight speed, becon of hope,

server force

4th level: aura of purity

5th level: improved restoration, improved force barrier,

improved heal, revitalize, stasis, improved battle meditation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

As an action, the Jedi Healer can evoke healing energy that can restore 40 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

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Vulptices (singular: vulptex) were a non-sentient species of omnivorous and gregarious canids from the mineral world Crait. They were distinguished by their coats made up of white crystalline bristles.

DesignationNon-sentient
ClassificationCanid
Hair colorWhite
Eye color
  • Blue
  • Red
DistinctionsUnique crystalline bristles/spikes
Homeworld
Crait
HabitatHighland caves and canyons
Diet
Omnivorous

Biology and appearance

The vulptices were a fox-like species of canids with a flexible body native to the mineral world Crait. Their most distinctive feature was a coat of crystaline bristles/spines that served as protection against their predators. Their facial bristles (or whiskers) also helped them gauge whether they could fit into a tight space. Vulptices had excellent low-light vision and keen senses. They were omnivorous, feeding on tubers and small burrowing mammals they dug out from under Crait's salt crust. According to Doctor Paqin Mesoli, who wrote field notes on the vulptices for the Nupayuni Mining Consortium, those creatures might also have been sensitive to magnetic fields.

Behavior

Vulptices dwelled in highland caves and canyon. In fact, Dr. Mesoli theorized that they had summer dens beneath Crait's salt crust, and winter dens in caverns. They lived in groups referred to as skulks, regrouping three to four families with as many as ten creatures by family. Dr. Mesoli, however, observed those skulks came together in larger social structures, with as many as one hundred vultpices sharing a particularly advantageous den.

Although not sentient, the vulptices were clever animals that formed strong bonds and hunted in cooperation. Dr. Mesoli suspected that they used their bristles to communicate, shaking them or brushing them against stones to generate specific sound patterns.

History

After the Rebel Alliance abandoned their outpost on the planet, a skulk of vulptices had come to roam free through the abandoned structures. Decades later an extremely curious skulk of vulptices was present on Crait during the time of a battle that broke out between the First Order and the Resistance on the planet surface. The skulk found their way into the abandoned outpost while the door was closing, and they remained in the outpost while the battle of Crait was going on. While Luke Skywalker was distracting the First Order, the vulptices had somehow found their way out of the outpost, which seemingly had no escape. Finn inquired where the \"crystal critters\" had gone. One was spotted and helped them escape through a tunnel near the back of the outpost. However, the exit was blocked by a large pile of rocks. Rey used the Force to move the rocks out of the way. The Resistance was then able to follow the creatures out of the base.

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The vulptex has advantage on Wisdom (Perception) checks that rely on sight or smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Hssiss, or dark side dragons, were a lizard species with the ability to influence Force-sensitive beings around them. If bitten by a Hssiss, one would succumb to the effects of a dark side poison. Hssiss also had the ability to conceal themselves and become invisible, possibly doing so through the Force. Hssiss originated as savage reptilian predators on Ambria, and were one of the few creatures to survive the planet's destruction. They lived in and near Lake Natth, where Jedi Master Thon had imprisoned the dark side energies that had plagued the planet for millennia. The dark spirits then began to possess the creatures, turning them into something much fouler—it was said that these \"dark side dragons\" aided those who used the dark side of the Force. Eventually, Great Bogga began to use them as body guards and pitted them against those who had failed him. When he realized how effective and vicious they were, he had them transported off-world and sold in bulk. Soon, Hssiss could be found all over the galaxy, especially on worlds where the dark side was strong, including Korriban, Mimban and Vjun.

In appearance, Hssiss looked nothing more than particularly vicious reptiles, about three meters in length, with a green, scaly hide. In addition to those three meters, they had a meter long tail, covered in rows of spikes which stretched up past their backs and onto their necks. When in the lakes on Ambria, they hunted in pairs, grasping their prey with their strong jaws and sinking dozens of teeth into the unfortunate animal's body, while the other Hssiss sunk its jagged claws into it. Dark Lizards were a species of hssiss.

Overview

As creatures of the Force, they had a limited ability to mask their presence. Hssiss were drawn to suffering and carnage. After the Jedi Civil War and the devastation of the planet Korriban, they fed upon all the corpses left behind from the war, while the angry phantoms of the Sith—too weak to influence the sentient—took these Hssiss as thralls to their will, fending off all intruders who landed on the planet.

They were found on many planets throughout the galaxy, including Korriban, Ambria, Mimban and Vjun. Their prevalence was probably the result of being brought with Sith armies in their many wars. Many scientists believed the Hssiss originated from the planet Stenness.

The Jedi philosopher Tionne Solusar once met with a Hssiss on the planet Ambria. She killed it by removing its head with her lightsaber, but did not escape unscathed. The Hssiss had slashed her with its claws, and only a Jedi healing trance proved able to remove the venom. This led her to believe that the poison was spawned from the dark side of the Force.

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The hssiss can breathe air and water.

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Dark forcecasters and Sith (species) have advantage on Animal Handling checks against Hssiss.

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The Hssiss makes three attacks, once with its bite and twice with its claws.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 17) or become poisoned and take 6 (2d6) toxin damage per turn. The target is also grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Hssiss can't bite another target

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage.

The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 6 (2d6) toxin damage per turn.

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The Hssiss magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a power).

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DesignationNon-sentient
ClassificationReptavian
Homeworld
Endor

Geejaws were reptavians native to Endor.

Known for their wide variety of calls and mimicry, geejaws were inquisitive creatures. They were small red birds with sharp beaks which they used to build nests, laying several eggs at a time, in which both parents would care for helpless chicks.

Common prey of the temptors and other animals on Endor, geejaws had to build nests high above ground or in hard to reach places.

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The geejaw can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

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K'lor'slugs were dangerous vermiforms native to the swamps of Noe'ha'on. They were also found on Korriban and Taris.

DesignationNon-sentient
Homeworld
Noe'ha'on

Biology and Appearance

K'lor'slugs were large worm-like creatures that possessed a serpentine body propelled by many dangerously-edged legs. The mouth was a gaping circular maw filled with concentric rings of teeth.

Behavior

K'lor'slugs were carnivorous hunters on their homeworld, possessing keen olfactory and visual senses in addition to a deadly venom. For reproduction, the creatures could lay more than 300 eggs in a single birthing period. When hatched, the young k'lor'slug was immediately ravenous for food. In addition to their aggressiveness, these creatures were considered pests aboard starships. They were known to invade the darkest spots on unsanitary space vehicles and breed. When dealing with more than 300 eggs hatching, an infestation aboard a space vehicle would become harder to control—and more potentially fatal—the longer it was tolerated.

History

K'lor'slugs were known to the galaxy as early as the time of the Great Galactic War of the Old Republic. Because of their notoriety as an aggressive and deadly species, especially among the spacers who encountered them aboard their starships, they were used as a holomonster playing piece in the popular strategy game, dejarik.

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The K'lor'slug has advantage on an attack roll against a creature if at least one of the k'lor'slug's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"N2I2ZDk5MDVjYWJi","flags":{},"name":"Jetpack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

Activating or deactivating the jetpack requires a bonus action and, while active, the mandalorian has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OWRiOTFiMTJkMTcx","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

The mandalorian deals one extra die of damage with its weapons (included).

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While wearing medium armor, the artiste adds 3, rather than 2, to its AC and no longer has disadvantage on Dexterity (Stealth) checks.

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The mandalorian has a personal barrier that has 10 hit points. Whenever the mandalorian takes damage, the barrier takes the damage instead, if the damage reduces the barrier to 0 hit points, the mandalorian takes the remaining damage. Whenever the mandalorian casts a tech power of 1st level or higher, the barrier regains hit points equal to the number of tech points spent. The barrier cannot exceed 20 total hit points.

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When the mandalorian casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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The mandalorian is a 10th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with tech attacks) and it has 44 tech points.

The mandalorian knows the following tech powers:

At will: assess the situation, combustive shot, jet of flame

1st level: energy shield, flame sweep, oil slick, ring of fire

2nd level: electromesh, magnetic field, overheat, pyrotechnics

3rd level: explosion, flaming shots, kolto cloud, sabotage

charges, tech overide

4th level: ballistic shield, elemental accelerant

5th level: immolate

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NTUzZDBmYjNkOTll","flags":{},"name":"Technological Advantage","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The mandalorian makes one weapon attack with its blaster carbine or tech blast.

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 10 (2d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"Y2E4MzYzOGVhMWRi","flags":{},"name":"Tech Blast","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 30 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"MWM1MDllZWVlNWU5","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"ZTM5ODUwMTM1MGMx","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"ZDhkOGQxMWM4MTgx","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/363_-_Mandalorian_Pyrotech/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000}]} +{"_id":"W5C7mbrVxlJw1v4I","name":"**Jensaarai Apprentice","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"Jensaarai enhanced armor"},"hp":{"value":64,"min":0,"max":64,"temp":0,"tempmax":0,"formula":"8d8+28"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":64,"min":0,"max":64},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 16","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","token":{"flags":{},"name":"Jensaarai Apprentice","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"W5C7mbrVxlJw1v4I","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":64,"max":64},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDJmNjczMDYxNmI2","flags":{},"name":"Jensaari Armor","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 6 anytime it is damaged.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MmEzMDE5ZTY0ZjM0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, level 5 caster 20 force points).

It can innately

cast the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MTE2YjU4NzhjNTZi","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YzIyYjc0YTM5NDRl","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jensaarai Apprentice makes two attacks with its Martial lightsaber

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NWE4MDJkMWI4MzA1","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"MjhmYjIzZDhkZThk","flags":{},"name":"Ballistakinesis","type":"feat","img":"systems/sw5e/packs/Icons/monsters/345_-_Jensaarai_Apprentice/avatar.webp","data":{"description":{"value":"

.

The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} +{"_id":"WCDdFZVk60FLM5HK","name":"Tusken Brute","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"heavy combat suit"},"hp":{"value":68,"min":0,"max":68,"temp":0,"tempmax":0,"formula":"8d8+32"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":68,"min":0,"max":68},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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

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.

The tusken makes two gaffi stick attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

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\"When the P-Tower gets ready to fire, you can feel the charge, hear the hum, see the dish light up…It's a moment of hope. And then the blast just bounces off an AT-AT and you realize that the situation is hopeless…\"

- Lak Sivrak

ManufacturerAtgar SpaceDefense Corporation
TypeLight anti-vehicle laser cannon
Cost
  • 10.000 - 12.000 credits (new)
  • 2.000 - 6.000 credits (used)
Height2,8 meters (energy dish)

The 1.4 FD P-Tower was a light anti-vehicle fixed emplacement artillery weapon produced by Atgar SpaceDefense Corporation.

Description

Manufactured by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower was a light laser cannon employed as a fixed emplacement anti-vehicle weapon. It was designed to target a variety of enemy vehicles, including repulsortanks and landspeeders, although it had difficulty targeting fast-moving vehicles. The unit was quick to produce.

The main bulk of the weapon was a 2.8 meter high energy dish that had sixteen micropower routers spaced evenly along the outer edge, and eight power conversion cells along the interior of the dish. Targeting sensors were placed on the upper edge of the dish, and a single light laser cannon emanated from the center of the dish. To fire the weapon, energy was fed directly into each micropower router which held the charge until the firing computer registered that the Energy Conversion Point had been achieved. The power conversion cells around the dish glowed once the weapon was primed to fire. At that point, the firing computer channelled the energy from the router into the main power converter located at the center of the dish, firing the weapon. The energy beam moved through the discharge barrel, into the galven circuitry and through the focusing lens to produce a low-power beam that was effective against repulsorcraft, landspeeders, and airspeeders.

The 1.4 FD P-Tower was considered to be an all terrain weapon, and could operate in temperatures from minus 100 degrees Standard, to plus 120 degrees Standard. The entire weapon could rotate three hundred and sixty degrees on a rotation platform for a full field of fire. At a cost of 10,000 credits, the weapon was inexpensive, costing less than half as much as similar weapons on the market. A blast from the weapon was equal to a standard artillery unit, and was known to take down vehicles as large as an All Terrain Scout Transport walker. Although designed to counter repulsortanks, the armor on heavy repulsortanks and All Terrain Armored Transport were able to deflect blaster bolts. In practice, the weapon was often more effective against stormtroopers than repulsorcraft.

At the rear of the unit was the firing computer linked to a targeting scope, along with a targeting and elevation mechanism that raised and depressed the dish. The P-Tower's hadrium-iode tracking system was capable of following targets through extreme weather. The targeting computer was unable to predict high-speed maneuvers from fast-moving craft, meaning that scoring direct hits on such craft was often down to the skill of the unit's gunners.

The design of the 1.4 FD P-Tower had several drawbacks. The weapon's main power converter was calibrated to specific power needs, fed from the micropower routers. If a single router was to fail or malfunction, the entire firing mechanism would shut down. The 1.4 FD P-Tower utilized an Atgar C-6 battery, which only retained enough power for eight shots before needing to be replaced. The battery was easy to replace when handled by a skilled technician. When hooked up to a power generator, the weapon had unlimited fire capability. The weapon also suffered from a low fire rate, and required ten seconds to build up an adequate charge. The visible dish was also a tempting target for opponents.

The weapon required a crew of four to operate, although the operators were all vulnerable to attack as the turret was not enclosed, leaving them vulnerable to enemy fire. The lead operator—known as the chief gunner—aimed and fired the weapon. The unit possessed an integrated targeting scope, but many operators were reluctant to stand so close to the weapon in an exposed position, so they used an artillery remote containing a small joystick controller attached to a portable firing computer with a readout screen. The other crew members were engineers who regulated the energy flow from the battery to the micropower routers and monitored the long recharge time between each shot, as well as replacing the battery once depleted. The weapon itself was protected by light armor plating.

History

Produced by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower was introduced during the Clone Wars. A fixed emplacement weapon, it was deployed on military installations, space stations, and other facilities. By the time of the Galactic Civil War, the 1.4 FD P-Tower was outdated and readily available for purchase on the black market, and was used heavily by both mercenary and Alliance to Restore the Republic units, even though the weapon was no longer standard issue for the Galactic Empire who had progressed on to use more advanced models of anti-vehicle weaponry. In light of its continued use, Army Command was conducting a review regarding the inclusion of the weapon on the updated standard issue list for the Imperial Military, although it was found in service on some of the Empire's Outer Rim planets.

Due to its inexpensive cost, it was primarily used by the Alliance, and it was their most common piece of field artillery. It was detested almost universally by Alliance infantry commanders, who considered the weapon underpowered and unable to damage heavier Imperial combat vehicles. They questioned the use of an artillery weapon that limited their mobility and provided no protection to their operators. Despite the inexpensive cost of the 1.4 FD P-Tower, the weapon was still too expensive to abandon on the battlefield. In addition, the Alliance had trouble securing an adequate supply of replacement batteries to keep their units in combat readiness, and the distinctive glow given off by the power conversion cells proved to be a detriment if using the weapon at night as it could give away defensive positions. Although the low price tag kept the weapon in service, the Alliance began to slowly phase out the 1.4 FD P-Tower.

The Alliance utilized P-Towers to defend Echo Base on the planet Hoth, as well as in the defense of several other major bases and installations. The P-Tower's contribution to the defense of Echo Base on Hoth was crucial to allowing the Alliance troops to delay the Imperial advance long enough to carry out their evacuation of the base.

The New Republic conducted experiments into improving the 1.4 FD P-Tower, such as improving the weapon's range, overhauling the power system, and adapting the unit to take a power feed from a larger-scale generator. All generally failed due to the incompatibility of the weapon's decades-old electronics with modern technology. The failure of these projects, slow rate of fire, and the vulnerability of the operating crew led to the decision to phase the weapon out of service, and the unit was found only in the service of mercenaries and pirates. With the conclusion of the Galactic Civil War, the New Republic decommissioned its remaining P-Towers in favor of repulsorlift-equipped weapons platforms.

By the time of the resurrected Emperor's assault on the New Republic, the 1.4 FD P-Tower was an optional mounted weapon for SedriMotors Limited's Amphibion.

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

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

The Turret chooses a target within 600 ft and lets loose a blast of energy at the target. The target must succeed at a DC 16 Dexterity saving throw, or take 28 (7d6 + 4) energy damage. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 24 (7d6) energy damage if they fail the save by 10 or more.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the soldier that isn't incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZDM4ZmQ4NzM5ZTYz","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/371_-_Front-Line_Soldier/avatar.webp","data":{"description":{"value":"

The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZjhjNDNhMTE2ZmM1","flags":{},"name":"Blaster Carbine","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/371_-_Front-Line_Soldier/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MjRmMWUxYjUxN2Vj","flags":{},"name":"Vibroblade (one hand)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/371_-_Front-Line_Soldier/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 6 (1d10+1) kinetic damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t

Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the\nFar Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family\nand their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the\ndeaths of nearly 365 trillion sentient beings during their invasion of the galaxy.\n

\n\t\t\t\t\t\t

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average\nHuman. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have\nsloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual\nmutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also\nhave short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser\namounts on both the head and body than Humans, but often wear it much longer than them, unless completely\nbald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of\nbeauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among\nthe Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very\nconductive, as if it was made specifically for feeling pain.\n

\n\t\t\t\t\t\t

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of\nthe Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are\ntargeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of\naction is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is\npossible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and\nthrowing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the\npressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.\n

\n\t\t\t\t\t\t

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain;\nnot as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to\ncreate the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By\nremaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a\nmanner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring,\nand sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their\nbodies. Devotional practices to the gods call for bloodletting at prayer times.\n

\n\t\t\t\t\t\t

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs\nbetween two different castes is considered forbidden. They also greatly believe in honor: even under interrogations,\nthe word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they\ntypically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

\n\t\t\n\t\n\t\n\t\t

Technology. The Yuuzhan Vong have a fanatical hatred\nof machines, believing them to be abominations and\nan aront to their gods. Machines do not die, meaning\nthat they are capable of replacing organic life—which is\nsomething the Yuuzhan Vong would never allow.

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Amphistaff

Like all Yuuzhan Vong biotechnology, amphistaffs were\nfully organic beings native to the Yuuzhan Vong\nhomeworld. Young amphistaffs grew in trios from\nleathery polyps, reaching out and snatching whatever\nprey could be found and redirecting it into the polyp's\ngaping maw, known as the groundmouth, thus feeding\nall four entities simultaneously. Eventually the\namphistaffs lengthened to around 2 to 3 meters, too\nlarge for their polyp to support them. They would\nbreak o, escaping their amphistaff breeding gla, and\nslither into the wilderness leaving the polyp to die.\nAmphistaffs saw in infrared light. 

\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"truesight 30 ft., passive Perception 10","languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"per":{"value":0,"ability":"cha","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/avatar.webp","token":{"flags":{},"name":"Amphistaffs","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"WOfhNqte6Z8kQiRJ","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":13,"max":13},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"OWY3NmI0YzkzODU1","flags":{},"name":"Shaped Fortitude","type":"feat","img":"systems/sw5e/packs/Icons/monsters/444_-_Amphistaff/avatar.webp","data":{"description":{"value":"

If damage reduces the amphista\u0000ff to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the amphistaff\u0000 drops to 1 hit point instead.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d4+3) kinetic damage.

the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is blinded for 1 minute. On a successful one, the target takes half as much damage and isn't blinded. A target can repeat the saving throw at the end of each of its turns, ending the eff\u0000ect on itself on a success.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The healer can roll 1d4 and add it to a skill check or saving throw.

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When the healer casts a power of first level or higher that restores hit points to a creature, both the targeted creature and the consular regain additional hit points equal to 2+the power's level.

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The the healer casts a force power, it can expend additional force points to modify the power, choosing one of the following options:

Heightened Power. When the healer casts a power that forces a creature to make a saving throw to resist its effects, it can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

Quickened Power. When the healer casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Twinned Power. When the healer casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

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The healer is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks, 45 force points).

The healer knows the following force powers:

At-will: Force Push/Pull, Give Life, Guidance, Saber Reflect,

Saber Ward, Spare the Dying

1st-level: Battle Precognition, Heal, Project, Sanctuary

2nd-level: Rescue, Restoration, Stun

3rd-level: Beacon of Hope, Remove Curse, Share Life

4th-level: Aura of Purity, Force Immunity, Freedom of

Movement

5th-level: Improved Heal

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When the healer is hit with an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzA5ZjA2ODQ1NjE5","flags":{},"name":"Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d8+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"MDNkMjMyYjg2ZmMz","flags":{},"name":"Preserve Life (5/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/331_-_Jedi_Knight_2C_Combat_Healer/avatar.webp","data":{"description":{"value":"

.

The healer can distribute 50 hit points among any amount of creatures within 30 feet of it. This healing has no effect on a creature that has half or more of its maximum hit points.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo its proficiency bonus to make an additional two-weapon fighting attack, also without its proficiency bonus.

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If the creature is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi's primary doublesaber attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

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The Jedi Battlemaster is a 13th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 27 force points).

The

Jedi knows the following force powers:

At-will: saber reflect, turbulance, force push/pull,force disarm,

sonic charge, burst

1st level: slow descent, phase strike, force throw

2nd level: stun, battle meditation, phase walk

3rd level: telekinetic storm, knight speed, sever force, force

repulse

4th level: freedom of movement, force immunity

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The jedi can attack with both blades when making an opportunity attack

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The Jedi makes three doublesaber attacks or two doublesaber attacks and two offhand attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d8+5) energy damage

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Tarkhan makes two meelee attacks with its Greater Shoni Spear.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 7 (1d10+2) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 5 (1d6+2) kinetic damage.

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.

Each creature of the Tarkhan's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the Tarkhan's next turn. The war chief can then make one attack as a bonus action.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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The Nightsister is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 21, +13 to hit with force attacks, 68 force points).

The

Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: battle precognition, dark side tendrils, fear, force

mask, hex, sap vitality, wound

2nd level: affliction, darkshear, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, force lightning horror,

improved dark side tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: dominate mind, improved phasewalk, insanity,

siphon life

6th level: eruption, force chain lightning, scourge, wrack

7th level: force lightning cone, force project, ruin, whirlwind

8th level: death field, earthquake, maddening darkness, master

force immunity

9th level: mass hysteria

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When the Nightsister fails a saving throw, she can choose to succeed instead.

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While on Dathomir, the Nightsister can use her reaction to impose disadvantage on the target of a force power.

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The Nightsister can hide even when she is only lightly obscured by natural phenomena.

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The Nightsister has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YmI4NmJiNTA1Zjk3","flags":{},"name":"Ichor Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"MzkzNjhiZmQ1OTRh","flags":{},"name":"Ichor Shield (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

.

The Nightsister creates an Ichor shield that surronds the nightsister and allows her to hover 5ft above the ground. The shield moves with the nightsister and makes her immune to energy, ion, and lightning damage. The shield lasts as long as the nightsister maintains concentration.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZWJmNGM4YmM4OGNl","flags":{},"name":"Ichor Lightning","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

While the Ichor shield is active the nightsister can utilize her bonus action to emit ichor lightning from her shield. Every creature of the nightsister's choice within a 30ft. raidus of the witch must make a DC 21 Dexterity saving throw, taking 24 (8d6) lightning damage and 24 (8d6) necrotic damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"OWZiMWFlZDZjMWYx","flags":{},"name":"Blood Trail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 17 (2d12+4) acid damage.

On a hit the Nightsister uses her blood to mark the target, giving the Nightsister advantage on attack rolls and allowing her to know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

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.

The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MThjZDI2YzQ5YjBj","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

.

The Nightsister casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NzQwYTQ3OTE5ZTg1","flags":{},"name":"Ichor Blade","type":"feat","img":"systems/sw5e/packs/Icons/monsters/388_-_Nightsister_Clan_Mother/avatar.webp","data":{"description":{"value":"

.

The Nightsister makes one ichor blade attack.

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.

The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an aront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with theForce in order to use Vongsense.

","public":""},"alignment":"Chaotic Neutral","species":"","type":"humanoid (Yuuzhan Vong)","environment":"","cr":11,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":7200},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":"Energy While In Vonduun Armor"},"dr":{"value":["force"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 12","languages":{"value":[],"custom":"Yuuzhan Vong"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","token":{"flags":{},"name":"Yuuzhan Vong Warlord","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"XBZeSQ58zb2ELYlL","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":98,"max":98},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTJmNGJkODZkM2Jk","flags":{},"name":"Limited Force Immunity","type":"feat","img":"systems/sw5e/packs/Icons/monsters/446_-_Yuuzahn_Vong_Warlord/avatar.webp","data":{"description":{"value":"

The warlord can't be a\u0000ffected or detected by force powers of 5th level or lower. It has advantage on saving throws against all other force powers and e\u0000ffects.

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Once per turn, the warlord can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the warlord that isn't incapacitated.

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As a bonus action, the warlord can change the form of its amphistaff\u0000.

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The warlord adds 3 to its AC against one melee attack that would hit it. To do so, the warlord must see the attacker and be wielding a melee weapon.

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The warlord can make three melee weapon attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +6, Range 20/60 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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.

For 1 minute, the warlord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warlord. A creature can bene\u0000t from only one Leadership die at a time. This e\u0000ffect ends if the warlord is incapacitated.

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\"Those clankers have tough armor!\"

- Commander Cody, on the durability of the BX-series

ManufacturerBaktoid Combat Automata
ClassBattle droid
Degree4th degree droid
Height
1,91 meters
Weight85 kg
GenderMasculine programming
Sensor colorWhite

The BX-series droid commando, more commonly known as the commando droid, was an elite battle droid model made for stealth assignments.

Characteristics

\"Welcome to Rishi…Commander. As…you can see, the outpost is operating at…peak efficiency. Thank you for visiting…and have a…safe trip…back.\"

- A droid commando trying to imitate a clone trooper

These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter.

History

\"Well... at least they're not destroyer droids.\"

- Anakin Skywalker to Adi Gallia after being ambushed by droid commandos.

BX-series droid commandos were designed to accomplish tasks that an overwhelming force of droids could not. Captain Rex and Commander Cody both defeated droid commandos in combat on the Rishi moon, and the clone deserter, Cut Lawquane, managed to defeat a force of 20 Commando droids with only minimal assistance from Captain Rex on Saleucami, although the droids they fought were heavily damaged. They were capable of hand-to-hand combat, had greater accuracy with their E-5 carbines, and even sniper capability. However, due to their prohibitive cost, they could not be mass-produced in such a manner as to replace the Confederacy's other battle droids so they were used for special operations, boarding parties, and raids.

Battle of the Rishi Moon

\"The outpost is secure, General. We shut down the alarm and turned on the all-clear signal.\"

- A droid commando reporting the capture of the listening post to General Grievous

Around 22 BBY, Confederate General Grievous, the Supreme Commander of the Droid Armies, planned to invade the Wild Space planet of Kamino, where the Republic clone troopers were grown. In order to invade the planet unnoticed, Grievous sent several Droch-class boarding ships containing BX-series droid commandos to the moon of Rishi, where a Republic listening post, the Rishi Station was located. The clones stationed on the listening post identified the boarding ships as a meteor shower, and did not alert a nearby Republic fleet. The droids caught the deck officer, CT-327, by surprise, stunning and killing him. They then infiltrated the listening post, but were met by two clones, Droidbait and Nub, who had been sent by Sergeant CT-19-7409 to find out why CT-327 did not reply. Upon hearing fire, the remaining clones rushed to help, but were outnumbered by the commando droids. CT-19-7409 was also killed by the commandos in the ensuing firefight. However, four clone troopers were able to escape the station through a ventilation shaft. The droids then secured the post and jammed the all-clear signal.

The droid commandos, however, were not aware that a routine inspection of the station conducted by Commander CC-2224 and Captain CT-7567 was on its way. Upon arriving in the Nu-class attack shuttle Obex, the two clone officers were greeted by a commando droid dressed in a clone armor. The droid tried to convince the clone troopers to leave the listening post; however, CT-7567 saw a droid attack flare fired from the survivors. Realizing the trick, he shot the disguised droid through the head. The commando droids then launched an ambush, and after throwing grenades toward the clones and destroying shuttle, the droids believed that the two had died in the explosion. In fact, CC-2224 and CT-7567 had survived with the help of their harpoon cables. Meeting the survivors of the first droid assault below the station, the officers introduced themselves and a plot to retake the station was developed. CT-7567 used a droid commando head to cheat the droids within the station to open the door. The clones then stormed the station, eventually regaining control of the control center after killing the commandos, including the droid captain. Despite reinforcements sent by General Grievous, the clone troopers blew up the station, cutting off the all-clear signal, thus alerting the Republic fleet of the planned Confederate invasion.

Ambush on Kynachi

Jedi Nuru Kungurama and his squad, called Breakout Squad, fought three of these units on a mission on the planet Kynachi.

Battle of Ryloth

During the Battle of Ryloth, at least two droid commandos were present in the capital city of Lessu. The two attacked the ARF troopers Razor and Stak, shortly after the two troopers activated the plasma bridge and allowed Republic forces to enter the city. Even using fellow battle droids as projectiles, they eschewed the use of blasters and engaged the two troopers in hand-to-hand combat, but were soon defeated.

Senate Hostage Crisis

Later on, two of these units were used by bounty hunter Cad Bane during his capture of the Senate Building. After killing a contingent of Senate Commandos that guarded the landing area, the two BX-series droids stripped two bodies of their armor and disguised themselves as the commandos. They later escaped with Bane, Ziro and the other Bounty hunters.

They were also deployed during the Battle of Tirahnn.

Battle of Saleucami

A squad of such commando droids accompanied General Grievous when he boarded Jedi Master Eeth Koth's Venator-class Star Destroyer. The droids defeated the Jedi's clone trooper guards but were destroyed by Koth. Later, during a rescue attempt conducted by the Jedi to rescue Master Koth, Jedi General Obi-Wan Kenobi's light cruiser was boarded and its crew was assaulted by BX-series droids. Anakin Skywalker and Adi Gallia found a squad of commando droids, commanded by TV-94, guarding Koth when they boarded Grievous's flagship. Skywalker and Gallia destroyed all of the droids and rescued Koth.

Later during the Battle of Saleucami, Grievous's forces were forced to crash land onto the planet Saleucami where a pair of commando droids serving as a sniper unit were operational. The droid spotter observed the arrival of Clone Captain Rex whereupon the sniper took a shot that wounded the target. However, the sniper pair was tracked down and killed by Rex's comrades. While Rex recuperated at Cut Lawquane's farm, another squad of heavily damaged BX-series droids were in an escape pod that crashed into the fields of the farm, and were accidentally reactivated by Cut's adopted children Shaeeah and Jek. The droids attacked the farm and despite their heavy damage were able to pin down and nearly overwhelm its defenders. After a hard fought battle and close call they were destroyed by Lawquane and Rex.

Citadel Escape

In the Confederacy prison the Citadel, Warden Osi Sobeck had a team of these commandos painted with a special yellow color scheme. One of these droids was seen torturing Jedi Master Even Piell for information on the Nexus Route with an electrostaff, while an interrogation droid questioned Piell. Many of them carried hand-held energy shields. One of them was responsible for the apparent death of ARC Trooper Echo. A droid commando captain was also forced to destroy one of his own droids after the Citadel warden Osi Sobeck ordered him to do so for displeasing him.

Reinforcements on Felucia

A reinforcement battalion was sent to strengthen the position on a Separatist outpost to prevent Republic victory deep in Confederate territory of Felucia. Commando droids were present in this group, and shortly after the deployment of the reinforcments, the outpost commanded by TZ-33 came under fire by Republic AT-TEs. TZ-33 then ordered all units to form up for a counterattack, thereby lowering the outpost gate; this order proved to be the outpost's downfall as the Republic clones of Wolfpack—led by Anakin Skywalker, Plo Koon, Ahsoka Tano, Rex, and Wolffe—then attacked the droid outpost, destroying all the droids, including the commando droids. Although the Separatists did not win, Tano was captured by a Trandoshan sport hunter by the name of Lo-Taren.

Skirmish on Naboo

Just before the Skirmish on Naboo, commando droids were deployed by Minister Rish Loo on Naboo after Anakin Skywalker, Padmé Amidala and Boss Lyonie confronted him after discovering that Rish Loo was a traitor. In the fight that followed, all of the commando droids were destroyed by the Jedi and Amidala, while Loo stabbed Lyonie and fled the underwater city where the fight took place.

Battle of Kiros

Several droid commandos were present during the Separatist occupation of the planet Kiros. When the Galactic Republic came to liberate Kiros, a group of droid commandos on speeders ambushed a clone party led by Jedi Master Obi-Wan Kenobi, Anakin Skywalker and Padawan Ahsoka Tano. While the clones took some casualties, all the commandos were ultimately destroyed. Two units were also guarding the Separatist commander in-charge of the occupation, Darts D'Nar. However, they were also destroyed when Kenobi arrived.

Battle of Dathomir

Around 21 BBY, Count Dooku ordered General Grievous to eliminate Asajj Ventress, together with the Nightsisters of Dathomir. Grievous began his invasion of Dathomir, where he deployed several BX-series battle droids, together with B1 and B2 super battle droids, AATs, one Defoliator tank and other forces. One of the BX-series droids used a rocket launcher to destroy the wall of the cave, in which Talzin and Old Daka tried to kill Dooku via Nightsister magic. Grievous managed to eliminate Old Daka and a Nightsister, while Talzin disappeared. The BX-series droid emptied the cauldron, and Dooku survived.

Battle of Onderon

A number of BX-series droid commandos were present on the planet Onderon where they served under the super tactical droid Kalani, who was dispatched to defeat a local rebellion brought against the Confederacy. These droid commandos were among the forces battling the Onderonian rebels, where they were ultimately defeated due to the armaments and training the rebels had received from the Republic. When the Royal Onderon Militia abandoned King Sanjay Rash to fight for the rebels, BX-series droid commandos replaced them as his bodyguards.

Ringo Vinda

BX-series droid commando with the markings of captains served at the Battle of Ringo Vinda fighting the 501st Legion, taking several casualties during the fighting. Later, Clone trooper Tup had to be taken on a Maxillipede shuttle. More BX-series droid commandos guarded Tup until Anakin Skywalker, CT-5555, and CT-7567 infiltrated Kraken's Maxillipede shuttle and killed all of the droids.

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

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Once per turn, the commando droid can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

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The supercommando droid makes two weapon attacks.

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Ranged Weapon Attack +7, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage.

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The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

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The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.


History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.


Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as \"magick.\" The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.


Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.


Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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

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The Nightsister is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 36 force points).

The Nightsister

knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow

1st level: dark side tendrils, fear, force mask, hex, sap vitality,

wound

2nd level: affliction, darkshear, darkness, force camoflauge,

hallucination, mindspike, phasewalk

3rd level: bestow curse, dark aura, horror, improved dark side

tendrils, plague

4th level: dominate beast, drain life, hysteria, improved force

camoflauge, shroud of darkness

5th level: dominate mind, improved phasewalk, insanity,

siphon life

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While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

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The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

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On it's turn, the flesh raider berserker can enter a rage as a bonus action in combat. The rage lasts for 1 minute and can be used once per day, gaining the following abilities: - +2 damage on all melee attacks. - Resistance to kinetic damage.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

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\"The IT-O's greatest tool is its reputation. Tell the suspect you have one, and show it waiting in the wings. This alone will often elicit a confession.\"

- Grand Inquisitor Torbin

Manufacturer
  • Imperial Department of Military Research
  • Imperial Security Bureau
ClassInterrogator droid (aka Torture droid)
Width0,3 meters
Mass10 kg
Sensor colorRed
Plating colorBlack

The IT-O was an interrogation droid designed by Imperial Security Bureau and employed by the Galactic Empire. Use of the IT-O was carefully controlled by ISB, though some models found their way into the hands of senior Moffs, military intelligence and even CompForce. They were also employed by Imperial Inquisitors and Stormtrooper garrison commanders.

Characteristics

\"I've heard whispers about these droids — torture devices invented by twisted Imperial minds. It is said that they can deliver unimaginable pain. Pain so intense that it has never been experienced before — worse than pain from any disease or wound known in the universe.\"

- Princess Leia Organa, prior to her first encounter with an IT-O Interrogator

It was a hovering droid similar in appearance to a remote, perhaps a third of a meter in diameter, with various attachments, deliberately frightening in appearance, used in torture. The droid was generally successful in getting information from prisoners using elaborate and scientific torture methods. First, it would inject the prisoner with a mentally disabling chemical that would decrease the pain threshold, while also forcing the subject to remain conscious. IT-O would do a read on the body, detecting the most sensitive areas like the genitals, joints, neck and many other less obvious body parts. Occasionally, the prisoner's vision may be obscured. A single torture session would usually last well over an hour. The droid had onboard systems to record the entire process, in case any information was lost in the screams of the prisoner. Its reputation was so feared that many prisoners began reciting their sins as soon as they saw an IT-O floating into their cell.

The IT-O's injection reservoirs could be filled with the latest drugs engineered by Imperial experts, such as Bavo Six and OV600. The droid could perform interrogation by itself or in conjunction with living questioners. It was designed with an emotionless personality to ask questions in flat monotone. When working with a living assistant the IT-O would often say nothing at all, thus making the prisoner fear and hate the droid, while viewing the living interrogator as a source of potential mercy.

Many Imperial Officers realized that the droid's fearsome reputation was so great that they would make good guard droids and so posted them at access points to sensitive areas of their bases and starships. This worked for all but the most determined opponent, as the droid would often cause the infiltrator to panic and run, usually straight into the arms of a stormtrooper.

History

\"And now, your highness, we will discuss the location of your hidden Rebel base.\"

- Darth Vader

One such droid was used by Darth Vader in his interrogation of Princess Leia Organa in 0 BBY. When Leia Organa underwent her mind probe, she was injected with a powerful mind-altering hallucinogen that made her very susceptible to suggestion. With mere words from Darth Vader, Leia imagined herself in unbearable pain, though she was not undergoing any physical harm whatsoever. Her uncanny fortitude prevented her from divulging any Alliance secrets during this torment. IT-O models also did guard duty within Detention Block AA-23, with Luke Skywalker encountering such a model while trying to rescue Leia.

IT-O models, along with Remotes and Arakyd Viper probe droids, were used heavily as guard droids in Moff Rebus's underground sewer lair, as well as the Imperial Detention Facility on Orinackra, the ISO Building on Imperial Center, the Executor, and the Arc Hammer.

Eventually, the IT-O model would be succeeded by the IT-3 Interrogator.

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The IT-O Unit doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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Ranged Weapon Attack +3, Range 15/60 ft., One target. Hit : 1 (1) kinetic damage plus 7 (2d6) poison damage.

On a hit, the target must succeed on a Con. saving throw (DC 12) or become stunned for one round.

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Average height1,2 ft
Average length1,5 ft
Average wingspan4,5 ft
Skin colorPinkish grey
Hair colorWhite and grey
Eye color
  • Green
  • Blue
  • Yellow
HomeworldNaboo

The Twirrl was a carnivorous, mammalian falconid species, native to Naboo.

The Twirrl preyed upon plain-dwelling avians, small rodents, and Naboo's four-legged waterfowl. It could also handle prey surpassing its own size by 10 percent. Their diet was supplemented by berries. Keen eyesight, precision flying, and extraordinary diving speed made them favorites for sporting and hunting parties. Twirrls were trained and used by Nabooian aristocracy for a recreational activity known as twirrling. It was known by experienced hunters not to keep Greysors and Twirrls together, even if both were domesticated.

Males staked out territories in the spring and mated with any willing females that passed through. They emitted shrill territorial and mating calls. Females gave birth once or twice a year and served as sole caretakers of the young. Typical litters were three to four young, with maturity occurring at approximately four months.

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If the twirrl is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 2 (1d4) damage to the target.

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The twirrl has advantage on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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When the Jedi Master uses his action to cast a force power, he can make a greatsaber attack as a bonus action.

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The Jedi Master is a 14th level forcecaster it's forcecasting ability is Wisdom (force save DC 18, +10 to hit with force attacks, 56 force points). The Jedi Master

knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect,

shock, sonic charge, turbulance

1st level: force propel, phase strike, slow descent, tremor

2nd level: animate weapon, force throw, phase walk, rescue,

stun

3rd level: convulsion, force lightning, knight speed, sever

force, telekinetic storm

4th level: disable droid

5th level: mass animation, telekinesis,

6th level: eruption, force chain lightning, telekinetic burst

7th level: whirlwind

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When the Jedi Master fails a saving throw, he can choose to succeed instead.

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The Jedi Master can survive for one hour within the vacuum of space.

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Once per turn when the Jedi Knight rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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The Jedi can communicate telepathically with creatures within 30 feet of you. The Jedi must share a language with the target in order to communicate in this way.

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While wearing no armor and not wielding a shield, the Jedi Master adds his Wisdom modifier to AC.

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When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

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When the Jedi Master makes three greatsaber attacks or casts a force power and makes a greatsaber attack.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 12 (2d6+5) energy damage plus 9 (2d8) energy damage

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The Jedi Master emits bolts of yellow lightning from his finger tips in a 30 foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 48 (16d6) lightning damage on a failed save, or half as much on a successful one. On a fail the creature will be stunned into the end of the Jedi Master's next turn.

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The Jedi Master can move up to his speed without provoking opportunity attacks.

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The Jedi Master can cast an at-will force power

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The Jedi Master makes one greatsaber attack.

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The Jedi Master can cast a force power by spending a number of legendary actions equal to the power level.

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Riots were a form of civil disorder characterized by mass vandalism, violence, or other crime. They generally occurred as a culmination of some sort of popular grievance or dissent, usually dealing with poor living conditions, oppression, taxation, conflicts between species, races or religions, et cetera.

Such law enforcement organizations as the Coruscant Security Force, Coruscant Guard, Scout Soldiers, or the Corporate Sector Authority's Security Police were used to suppress rioters. They used a variety of non-lethal weapons and equipment, including the energy baton, the R-88 Suppressor riot rifle, the Taser stave, the Strikebreaker Riot Control Vehicle, and rolo-droids.

Historical riots

Old Republic era

Rise of the Empire era

Rebellion era

New Republic era

Legacy era

The internment of Corellians on Coruscant spurned a number of riots during the Second Galactic Civil War.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

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The swarm makes two improvised weapons attacks.

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\"It looks like some kind of primate. A veermok, or close to it. But they're native to Naboo, what's it doing here?\"

- Milo Graf

DesignationNon-sentient
ClassificationPrimate
Subspecies
  • Eriadu veermok
  • Woolly veermok
Average heightAbout twice the size of a human
Skin colorGray
Hair color
  • Dark brown
  • Dark gray
  • Black
Eye colorYellow
Distinctions
  • Jagged white claws
  • Sharp yellow teeth
  • Powerful forearms
Homeworld
Naboo
Habitat
  • Swamps
  • Woodland

Veermoks were a ferocious species of clawed and fanged primates native to the planet of Naboo. A distinct subspecies lived on Eriadu, in the Outer Rim Territories.

Biology and appearance

Veermoks were a non-sentient species of carnivorous primates that possessed a broad upper torso, long and powerful arms, but comparatively thin hind limbs. They had three-fingered paws tipped in jagged white claws, and a dog-like muzzle containing razor-sharp teeth. Their back and arms were covered in dark brown, woolly fur, but their lower anatomy was hairless. A single specimen had the strength of ten humans.

Behavior

\"Are they aggressive?\"

\"Very.\"

- Lina and Milo Graf

Living in swamps and moist woodlands, veermoks were arboreal creatures. They were also solitary creatures, spending a majority of their lives without others of their kind, and highly aggressive.

History

Veermoks evolved on Naboo, a bountiful planet situated in the Mid Rim region of the galaxy.

Veermoks in the galaxy

A very distinct subspecies lived on Eriadu, a world of the Outer Rim Territories that was practically galactic neighbors with Naboo. That subspecies differred from the more ordinary veermok both in appearance and social behavior.

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The veermok makes three attacks: one with its bite and two with its fists.

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Melee Weapon Attack +9, Reach 0 ft., One target. Hit : 4 (2d4-1) kinetic damage.

The target must succeed on a DC 12 Constitution saving throw or take 2 poison damage and become paralyzed.

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ClassificationParasite
Average lengthApproximately 0,5 meters
Skin colorGreenish yellow
Homeworld

Geonosis

Brain worms were a species of parasitic worm from the planet Geonosis which were capable of entering the body of a host and taking control of it. During the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems, the Geonosian Queen Karina the Great used brain worms to control a host of undead Geonosians. After Republic forces defeated Karina and her minions, a brain worm managed to infect the clone trooper Scythe and used him to infect a number of other clones and the Jedi Padawan Barriss Offee onboard the Republic medical frigate TB-73. Jedi Padawan Ahsoka Tano was able to prevent the infection from spreading further by using extremely low temperatures to combat the worms, saving Offee and most of the troopers.

History

During the Second Battle of Geonosis, Queen Karina the Great used the worms within her dead minions in the Progate Temple to endlessly pursue the search party sent by the Republic to find Jedi Master Luminara Unduli. The search party was led by Anakin Skywalker and Obi-Wan Kenobi. Queen Karina intended to use them to control the Jedi, but didn't succeed in inserting them.

After the battle, a surviving worm hatched and crawled into one of the clone troopers of the Tango Company resting outside the Progate Temple. As the company headed to the medical frigate TB-73 going to the Ord Cestus medical station, the infected clone brought more eggs in his backpack and eventually infected the entire clone crew. The clones took control of the ship, attacking its other members, and proceeded to infect Barriss Offee. Ahsoka Tano ruptured the ship's coolant system, weakening the worms. Subsequently, Ahsoka and the infected Barriss dueled, but the cold finally got to the worm in Barriss, and Ahsoka killed it as it was crawling out. Barriss and all clone troopers aboard the ship besides Trap, the pilots, and two other clones were saved. Trap and the other two clones were killed by Barriss and Ahsoka in self-defense, and the pilots were killed by infected clone troopers Ox and Edge.

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The brain worm can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank force power.

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The brain worm makes one enter orifice attack and uses consume mind.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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The brain worm targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

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The brain worm initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the brain worm burrows into the target's brain and takes control of the target's body. While inside a creature, the brain worm has total cover against attacks and other effects originating outside its host. The brain worm retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Geonosian, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including force powers, tech powers, and languages. If the host body takes 20 points of cold damage in a single round, the brain worm must make a DC 15 Constitution saving throw using its own Constitution score, not the host's. On a failure, the brain worm leaves the body, slithering out to a space within 5 feetof the host. After exiting the host, it is paralyzed until the start of its next turn. If the host body dies, the brain worm must leave it. The brain worm is also forced out if the target regains its devoured brain by means of a master heal force power. By spending 5 feet of its movement, the brain worm can voluntarily leave the body, slithering out to the nearest unoccupied space within 5 feet of it.

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Once per turn when the Sith Warrior rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

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While the Sith Warrior is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

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The Sith Warrior's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Sith Warrior is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith Warrior knows the following force powers:

At-will: saber reflect, shock, force push/pull, force disarm,

lightning charge

1st level: battle precognition, phase strike, hex

2nd level: dark shear, animate weapon, darkness, phase walk

3rd level: dark aura, knight speed, sever force, choke

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When the Sith Warrior uses his action to cast a force power, it can make one greatsaber attack as well.

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Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

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When the Sith Warrior makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage plus 7 (2d6) energy damage

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.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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.

Sith Blade Dancer can cast an at-will force power.

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.

Sith Blade Dancer makes one Doublesaber attack.

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\"There's always a bigger fish.\"

- Qui-Gon Jinn

DesignationNon-sentient
ClassificationMammalian
Average length160-200 meters
Average mass54.000 tons
Average lifespan100 years
Skin color

Tan

Eye ColorYellow
Distinctions
  • Sharp teeth
  • Nostril
  • Long body
Homeworld
Naboo
Habitat
Oceans and lakes
Diet

Carnivorous

Sando aqua monsters were enormous, muscular predators that could be found in the oceans and lakes of Naboo. Although they could grow up to 200 meters, they were rarely seen. Thanks to their sharp teeth, they were capable of biting through the strong armor of the opee sea killers.

Biology and appearance

Measuring between 160 and 200 meters in length, the sando aqua monsters owed their name to their gigantic size. Despite that, they managed to hide in their native oceanic depths. Sandos had heavily muscled bodies that looked almost feline, with strong limbs ending in finned claws that propelled them through the depths.

Their huge mouths allowed them to swallow most other creatures of the Abyss in a single gulp. Using their razor-sharp teeth, they were also the only predators capable of biting through the hard shells of the opee sea killers.

Their life-spans typically reached one hundred standard years.

Behavior

The sando aqua monsters were carnivores. In order to maintain their gigantic bodies, those voracious creatures needed to feed constantly, and they often devoured entire schools of fish.

History

The sando aqua monsters hailed from Naboo, a Mid Rim planet whose core comprised a network of underwater tunnels. Although the Gungans, the sentient amphibians native to Naboo, rarely encountered living specimens, there were reports of washed-up sando corpses on beaches. For most inhabitants of Naboo, the sando aqua monster was more of a terrifying myth than a reality.

In 32 BBY, a sando aqua monster attacked and killed an opee sea killer and a colo claw fish that were chasing a Gungan sub.

At some point during the reign of Queen Padmé Amidala, two poachers captured a baby sando aqua monster and hid it in the royal boathouse, prompting its mother to lay siege to the building. The Queen herself intervened, setting the young creature free so it could swim away with its genitrix.

Sando aqua monsters in the galaxy

Sabine Wren painted a stylized sando aqua monster on the Phantom's hull.

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The monster can breathe air and water.

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

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If the monster fails a saving throw, it can choose to succeed instead

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The monster's weapon attacks are considered enhanced.

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The monster does double damage on objects and structures.

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.

The monster uses its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can use its Swallow instead of its bite.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 21 (2d10+10) kinetic damage.

If the target is a creature it is grappled (escape DC 20). Until the grapple ends, the target is restrained, and the monster can't bite another target.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 17 (2d6+10) kinetic damage

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 19 (2d8+10) kinetic damage

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.

Each creature of the monster's choice within 120 feet of the monster and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effects ends for it, the creature is immune to the monster's Frightful Presence for 24 hours.

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.

The monster exhales a torrent of water in a 120 foot cone. Each creature in the area must make a DC 24 Dexterity saving throw, taking 42 (12d6) kinetic damage and 42 (12d6) cold damage on a failed save, or half as much on a successful one.

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.

The monster makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the monster, and it takes 42 (12d6) acid damage at the start of each of the monster's turns. If the monster takes 50 damage or more on a single turn from a creature inside it, the monster must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

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.

The monster makes a Wisdom (Perception) check.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 19 (2d8+10) kinetic damage.

The monster makes a tail attack.

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.

A creature must make a DC 21 Dexterity saving throw the first time on a turn that it enters the whirlpool or that the whirlpool enters its space, including when the whirlpool first appears. A creature takes 6d8 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 21 Strength saving throw or become restrained in the whirlpool until the power ends. When a creature starts its turn restrained by the whirlpool, the creature is pulled 5 feet deeper inside it, unless the creature is at the bottom. A restrained creature moves with the whirlpool and is submerged when the effect ends, unless the creature has some means to stay afloat. A restrained creature can use an action to make a DC 21 Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlpool and is hurled 3d6x10 feet away from it in a random direction. The whirlpool ends at the beginning of the monster's turn unless the monster used the Whirlpool legendary action to maintain the whirlpool. The monster creates a whirlpool in the water at a point within 30 feet that it can see. The whirlwind is a 10-foot-radius, 30-foot-deep cylinder centered on that point. On subsequent turns, the monster can use the Whirlpool legendary action to maintain and move the whirlpool up to 30 feet in any direction along the surface of the water. The whirlpool sucks up any medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000}]} +{"_id":"YoIKuH06yJ1SX7ri","name":"Hutt Wrestler","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"11","min":0,"formula":"natural armor"},"hp":{"value":126,"min":0,"max":126,"temp":0,"tempmax":0,"formula":"12d10+60"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":126,"min":0,"max":126},"bar2":{"value":11,"min":0,"max":0}},"details":{"biography":{"value":"

\"You can't take Her Royal Highness there! The Hutts are gangsters...\"

- Quarsh Panaka

DesignationSentient
Skin color

Black, blue, brown, gold, green, mottled brown, purple, tan, white (genetic defect), yellow

Eye colorBlue, gray, green, orange, turquoise, violet, yellow
Distinctions
  • 3 lungs
  • Slug-like
HomeworldNal Hutta
Language

Huttese

Hutts were a large slug-like sentient species who were native to the planet Nal Hutta. They were well known as galactic gangsters whose Grand Hutt Council controlled the Hutt Clan crime syndicate. One famous Hutt was the crime lord Jabba, who ruled a massive criminal empire from his palace on Tatooine.

Biology and appearance

Hutts were a massive slug-like species who had large mouths and stubby arms. They had three lungs. They were tough and muscular with thick leathery skin, which was wrinkled and slimy. Hutts often had watery eyes and slack facial expressions. Their tails were supported by a skeletal spine. Despite their legendary adult size, Hutts started out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries—Jabba was 604 when he was killed—and could grow to enormous sizes.

Hutts were not known for being healthy. Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

History

Pre–Clone Wars

For centuries, the Hutts dominated much of the organized criminal activities in the galaxy. They dominated the Twi'leks of Ryloth and the Nikto species for several centuries.

Clone Wars

During the Clone Wars, the Galactic Republic forged a tacit alliance with the crime lord Jabba Desilijic Tiure after the Jedi Anakin Skywalker and his Padawan Ahsoka Tano rescued his son Rotta. The Republic Senator Padmé Amidala also foiled a plot by Jabba's uncle Ziro to overthrow his nephew with the collusion of the Confederacy of Independent Systems.

Age of the Empire

The Hutts also had extensive dealings with the Galactic Empire and helped run several black-site prisons. During the Age of the Empire, the Hutts and other organized criminal groups exercised a powerful grip on the galaxy. Following the liberation of Akiva, the New Republic took steps to curtail the influence of the Hutts and other organized groups by introducing financial regulations and undertaking comprehensive patrols of the galactic shipping lanes. Still, the Hutts were able to exercise some influence over the Nikto species and their government.

Post–Galactic Civil War

\"The Hutts are in disarray.\"

- Rynscar

During the New Republic era, the Hutts lost much of their former power over the galactic underworld and were supplanted by Nikto crime cartels like Rinnrivin Di's cartel. The Hutts were disliked by both the Populists and the Centrists, the two main factions in the New Republic's Galactic Senate. Several Nikto like Rinnrivin admired Leia Organa for her role in killing Jabba and christened her \"Huttslayer.\"

Culture

Most Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.

Classical architectural Hutt style could be seen on the planet Mataou. It was characterized by terraced buildings with sloping gates, and white and red colors. Clothing was optional for Hutts, and some would use live Sha'rellian toops as hairpieces. Hutts liked to eat gorgs, slime pods and Klatooine paddy frogs, and were known to smoke hookah pipes. The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

","public":""},"alignment":"Unaligned","species":"","type":"humanoid","environment":"","cr":8,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":3900},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["acid","poison"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","prone"],"custom":""},"senses":"passive Perception 10","languages":{"value":[],"custom":"Huttese, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":2,"ability":"cha","bonus":0,"mod":0,"passive":16,"prof":6,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","token":{"flags":{},"name":"Hutt Wrestler","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"YoIKuH06yJ1SX7ri","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":126,"max":126},"bar2":{"value":11,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NWI3ODc2ZTA4ZWM4","flags":{},"name":"Physicality","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

The Hutt adds his Strength modifier instead of its Charisma modifier on Intimidation checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YmI5Zjk3MGVlNzcz","flags":{},"name":"Call the Guards","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"Y2M0Mjg1ZTg0NDU2","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Hutt makes two slam attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ODJjZDc4YmE1MjUx","flags":{},"name":"Slam","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage.

The target must succeed on a Dexterity saving throw (DC 16) or become grappled.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"M2M2NjJjYzE3ZTQx","flags":{},"name":"Tail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"OTRiZGRhNTNkYjk0","flags":{},"name":"Crush","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

.

The Hutt can crush an opponent grappled by the Hutt. A grappled creature must make a Strength saving throw (DC 16). On a failure, the creature takes 14 (2d8 + 5) kinetic damage and becomes restrained. A creature who is restrained by the Hutt has disadvantage on this saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MmRkYzczYmM4OTVj","flags":{},"name":"Overwhelming Presence","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

.

Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"OWJiMjhjYjczYTRi","flags":{},"name":"Tech Casting (2 legendary actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

.

Hutt Crime Lord can cast an innate tech power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MDVmMmI5YzEyNWM0","flags":{},"name":"Hold-out","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 1 (1d4-1) energy damage.

Hutt Crime Lord makes one hold-out blaster attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4-1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MDJiMDRhNDQ2NWEy","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/206_-_Hutt_Wrestler/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage.

Hutt Crime Lord makes one tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000}]} +{"_id":"Z56Fc1gqpy1RFbKz","name":"Reek, Adolescent","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"natural armor"},"hp":{"value":45,"min":0,"max":45,"temp":0,"tempmax":0,"formula":"6d10+12"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":45,"min":0,"max":45},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

\"He could tear the horns off a reek with his bare hands.\"

- Han Solo on Grakkus Jahibakti Tingi

DesignationNon-sentient
Subspecies
  • Iridonian reek
  • Ithorian reek
  • Kashyyykian reek
Skin color

Mainly grey, with a secondary color decided by diet

Distinctions
  • One center horn
  • Two side horns
Homeworld
  • Ylesia
  • Codian Moon
HabitatGrassland
Diet
  • Herbivore
  • Omnivore (trained)

The reek was a large thick-skinned, horned, rhino-esque quadruped, native to Ylesia. Subspecies could be found on Iridonia, Kashyyyk and Ithor. They could also be found in ranches on the Codian Moon, Tatooine, and Saleucami.

Biology and appearance

Reeks were even-toed ungulates, herbivores by nature, but they were often fed meat for exhibition sport and executions. This turned their leathery skin crimson and made the reeks much more aggressive. Reeks were unable to survive on only meat, so they were given just enough plant matter to keep them healthy. This method was used by the Geonosians for their Execution Arena reeks. One in particular was about to execute Jedi Anakin Skywalker, but was briefly tamed by the Jedi with the help of the Force and was shot to death by Jango Fett. Yet another reek was tamed for General Grievous to ride on after his ship was shot down and crashed on the planet Saleucami.

All reeks, including subspecies, were normally brown in color and only changed depending on their diet.

Reeks were usually found in herds and resided in the mossy grasslands of Ylesia. They were very protective of their herds, fighting violently with intruders using their horns.

Subspecies

Reek were commonly exported to other worlds, causing them to adapt and become subspecies.

Iridonian reek

Another subspecies was the Iridonian reek. Reeks attracted the attention of the Zabrak when they developed interstellar travel. They saw reeks as excellent candidates for war mounts. Soon after, they were exported to Iridonia to be bred. Instead of giving them a meat diet, the Iridonian reeks were given a natural diet consisting of plant matter to keep them fierce and strong with natural vigor, and also turned a reek's skin gray. Adapted to Iridonia, their skin could resist sharp and blunt weapon attacks during battle. The Iridonian reek's horns were much sharper and longer than other reeks and were also decorated with tattoos similar to the tattoos a Zabrak was adorned with. Iridonian reeks were encouraged to fight for mates, making them less likely to buck or bolt in battle.

As the Zabrak advanced, the use of reeks in war declined. However, riding war mounts was still taught in most Iridonian military schools.

Ithorian reek

One subspecies, the Ithorian reek, was exported to Ithor. Their yellow skin color was attributed to their diet consisting of yellow flora and bafforr trees. They were used as plow animals by the Ithorians and were larger and stronger than those found on Ylesia. Their horns were also smaller because of the lack of hostility between reeks. Males and females were separated to reduce competition and to isolate mating periods.

The Ithorian reeks were wiped out during the Yuuzhan Vong War.

Kashyyykian reek

A highly uncommon subspecies was the Kashyyykian reek, also known as a ryyk to the Wookiees. The reeks on Kashyyyk died off as a majority due to the climate change and the predators, however, a select few did survive and then learned to thrive. The adaptations required to do so made the Kashyyykian reeks a much larger size than their cousins. Their horns became narrower, but longer and stronger, and there were one or two examples of the development of poisons beginning to be secreted at the tips.

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If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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\"We got a couple unruly rontos that could use a steady hand. Can you handle that?\"

- Cobb Vanth, to Malakili

DesignationNon-sentient
ClassificationSaurian
Average height4-6 meters
Average mass1.675 kilograms
Skin color
  • Brown
  • Dark Brown
Homeworld

Tatooine

HabitatDesert
Diet

Herbivore

Rontos were four-legged saurian herbivores native to the desert world of Tatooine. Skittish yet gentle and strong, they were the favored pack animals and mounts of the indigenous Jawas.

Biology and appearance

A ronto was a huge saurian of imposing size and appearance. Standing on four legs, rontos had small eyes, pointed ears, and beak-like mouths.

Although well-suited to desert environments such as their indigenous homeworld of Tatooine, rontos required a great deal of water to survive. They shed heat through their skin, and the flap-like folds framing their faces, which they extended to cover their eyes during sandstorms.

Behavior

Although possessing an imposing size and appearance, rontos were skittish and easily startled. Easily domesticated, rontos were utilized by the Jawas as beasts of burden to haul cargo to and from trading posts, as well as mounts. These animals were loyal to their masters, and were both gentle and strong.

Rontos in the galaxy

\"If you can help us with the rontos, maybe the Hutt, you've got a place at Freetown. How's that sound, friend?\"

- Cobb Vanth, to Malakili

Rontos were popular among the Jawas of Tatooine, and became the favored pack animal of the species, which domesticated them as mounts and beasts of burden to carry cargo between trading posts. These rontos were seen making routine journeys to and from the desert planet's settlements, swaying under the weight of cargo or Jawa passengers. Rontos were seen in Mos Espa and were a common sight in Mos Eisley, where many were ridden by the spaceport's citizens. On one occasion during Luke Skywalker and Obi-Wan Kenobi's trip to the city, a reckless rider startled a ronto into rearing up and unseating his Jawa passengers, leaving one dangling from the reigns.

Grakkus the Hutt kept a menagerie of beasts in his palace on Nar Shaddaa, holding a ronto among his caged creatures at the time of Luke Skywalker's encounter with the crime lord during the Galactic Civil War.

During the early months of the New Republic, Cobb Vanth and Issa-Or owned two unruly rontos which required the steady hand of a beastmaster, and offered the job to Malakili after saving the former rancor tamer from the Red Key Raiders. Malakili accepted in exchange for payment and a homestead in Freetown.

During the war between the First Order and the Resistance, ronto meat was used to make ronto wraps and Ronto Morning Wraps, a dish served at Ronto Roasters in Black Spire Outpost on the planet Batuu.

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If the Ronto moves at least 20 feet straight toward a creature and then hits it with a Ram attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Ronto can make one stomp attack against it as a bonus action.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 19 (3d8+6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One prone creature. Hit : 22 (3d10+6) kinetic damage.

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Clone trooper medics were clone troopers who were equipped to diagnose and treat wounded soldiers.

Clone trooper medics were specifically bred to treat their fellow clones who were injured. On Kamino, these clones were given specialized equipment and the Kaminoans instructed them on how to medically treat the clone body.

In the field, clone trooper medics wore standard armor with orange markings, notably orange circles on the shoulder armor and an orange stripe on the helmet. Clone trooper medics carried DC-15S blaster rifles and spare ammunition like other clones, as well as medical equipment. They usually carried two vibroscalpels, one laser scalpel, and two laser cauterizers. They also had a backpack that contained numerous bandages and bacta products. The medics would often be accompanied by an FX-3 medical droid to assist in diagnosing and treating injuries.

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The Field Medic is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks).

The Field Medic has 7 tech

points and knows the following powers:

At will: temporary boost, electroshock, assess the situation

1st level: expeditious retreat, kolto pack, flash

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Ranged Weapon Attack +3, Range 30/120 ft., One target. Hit : 3 (1d4+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"NGVlYjhiOTcyOGM2","flags":{},"name":"Pistol Whip","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/309_-_Trooper_2C_Field_Medic/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1+1) kinetic damage

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Flesh Raiders were a sub-species of the Rakata, rulers of the Infinite Empire. Mass-mutated and bred as lower-caste soldiers in servitude to the Empire, some members of this species were abandoned on the planet Tython long before the time of the Cold War between the resurgent Sith Empire and the Galactic Republic, allowing the Flesh Raiders' survival past the collapse of the Rakatan Empire.

Biology and appearance

Originally mutated lower-caste members of the Rakata species, the semi-sentient Flesh Raiders were extremely primitive and violent. Bulky bipedal humanoids, Flesh Raiders had razor-sharp teeth, which they used to strip the bones of both sentient and non-sentient prey. Eight small olfactory slits lined their upper lip and two stumpy eye stalks protruded from the sides of their box-shaped heads.

From what little study of the creatures the Jedi Order was able to perform, the Flesh Raiders of Tython appeared to have devolved into their primitive and cannibalistic forms after the other colonists of the planet disappeared. Another theory was that the aforementioned society was attacked by the Sith and subjected to bizarre experiments which reduced them to maddened hostiles.

It was also of some note that a few members of the Raiders species were observed as possessing sentient minds and Force-sensitivity, feats bereft of their ancestors, the Rakata.

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

Society and culture

\"Flesh Raiders are a species of hostile natives. They're smart enough to use tools and violent beyond reason.\"

Derrin Weller

Having no established cities or formal government, the Tythan Flesh Raiders were tribal and erected crude shelters on Tythos Ridge. There, they practiced a form of spiritual worship, as shamans lurked throughout inside their small settlements, and idols made of rock were placed around their lairs. They also used signal fires to communicate over great distances and, preferring naked earth, the Flesh Raiders would scour the land they chose to occupy, burning away grass and trees and littering the earth with the bones of their prey. The Tythans were also scavengers, who would make use of almost any material found for clothing or armoring themselves.

History

Abandoned by the Infinite Empire following the Force Wars on Tython, the Flesh Raiders' origins was otherwise lost to history, and the species themselves did not appear to keep any such records. Members of the Jedi Order around the time of the Cold War between the Galactic Republic and the Sith Empire speculated that the modern Tythan Raider was formed from a once civilized society that fell as other colonists of Tython disappeared, or that they were the result of individuals who fell victim to the onslaught of the Sith, and were subjected to their arcane alchemy which reduced them to their adverse state.

Tythos Ridge was eventually conquered by Flesh Raiders as the Jedi Order relocated to Tython after the Great Galactic War. Under the barbaric Raiders, its ground was rendered an inhospitable ruin, filled with bones across the few paths that carved across the landscape. Thus dashed the plans were for a Jedi meditative retreat to be constructed there, as proposed by Jedi Master Shol Bestros. By 3643 BBY, the Raiders, now displaying greater cunning and proficient in arms such as the vibroblade, had built settlements at the Ridge and posed a deadly threat to outsiders as they occupied the path between the ruins of Kaleth to the west, frequented by Jedi from their new Temple, to the northwest, and the Twi'lek Kalikori village to the north.

While few in number, the Raiders posed a recognized threat to the Jedi presence on Tython during the Cold War. It was then that a member of the Flesh Raider species, Fashk, surfaced to the attention of a future Jedi Consular and Barsen'thor, who discovered the male's Force-sensitivity, as well as a likewise unprecedented case of sentience within a Flesh Raider individual.

","public":""},"alignment":"Unaligned","species":"","type":"aberration","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 17","languages":{"value":[],"custom":"Rakata, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int","bonus":0,"mod":0,"prof":0,"total":0,"passive":10}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","token":{"flags":{},"name":"Flesh Raider Apprentice","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ZVBAxTX382iaL4aO","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":32,"max":32},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDg3YzJiZmYyYTQ1","flags":{},"name":"Forcecasting.","type":"feat","img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","data":{"description":{"value":"

The Flesh Raider Apprentice is a 4th-level

forcecaster. Its forcecasting ability is Charisma (Power

save DC 12, +3 to hit with force attacks) and it has 13

force points. The Flesh Raider Apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward.

1st-level: curse, sap vitality.

2nd-level: drain vitality, force camouflage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YzUzMzM4ZDZlMmRk","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Flesh Raider Apprentice makes 2 Lightsaber Strikes.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDU1ZWZiYmY3ZmFk","flags":{},"name":"Lightsaber Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"ZDA4MTdmOTQwODkz","flags":{},"name":"Feasting Bite (1/long rest)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/004_-_Flesh_Raider_Apprentice/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"AvNwcSXPBxs4patI","flags":{},"name":"Curse","type":"power","img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":10,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":140000},{"_id":"PpbCISJyiAqSrwx7","flags":{},"name":"Drain Vitality","type":"power","img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","data":{"description":{"value":"

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":240000},{"_id":"vwY8jOcWRSmut2Ee","flags":{},"name":"Force Camoflage","type":"power","img":"icons/svg/mystery-man.svg","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":340000},{"_id":"VfFmMyxEPcCocgCM","flags":{},"name":"Sap Vitality","type":"power","img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":null,"prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":440000}]} +{"_id":"ZlDF1axLzNckxec5","name":"**Jedi Knight, Focused Adept","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"18 with battle meditation"},"hp":{"value":131,"min":0,"max":131,"temp":0,"tempmax":0,"formula":"20d8+40"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":131,"min":0,"max":131},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi has advantage on saving throws against poison and disease.

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When the Jedi adept takes the attack action or casts the force power burst, it can make one melee weapon attack as a bonus action. This attack deals 8 (1d6+5) kinetic damage.

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When the Jedi adept uses its Kinetic Combat feature, it can spend 1 force point to manifest an additional effect. Choose one of the following:

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The Jedi adept can roll 1d6 and add it to its AC against one attack before the start of its next turn.

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The Jedi adept can deal an additional 1d6 to the target of its kinetic combat attack.

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The Jedi adept increases its speed by 5 x 1d6.

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When the Jedi adept deals damage to a target within 5 ft. of it, it can move up to 10 ft. without provoking opportunity attacks.

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Once per turn, when the Jedi adept deals damage to a target twice in the same turn, it can immediately make an additional attack against that target (no action required). This attack deals 8 (1d6+5) energy damage.

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The Jedi adept is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks, 20 force points).

The Jedi adept knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect, saber

ward

1st-level: battle precognition, cloud mind, heal, project,

sanctuary, sense emotion, sense force, slow descent

2nd-level: danger sense, animate weapon, force camouflage,

force sight

3rd-level: force repulse, sever force, knight speed

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jedi adept makes two lightfoil attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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\"I thought they smelled bad on the outside!\"

- Han Solo

DesignationNon-sentient
ClassificationLizard
Races
  • Climbing tauntaun
  • Giant tauntaun
  • Glacier tauntaun
  • Scaly tauntaun
Average height1,3 - 2 meters at the shoulder
Hair colorWhite
Homeworld
  • Hoth
  • Umbara
Habitat
Snowy plains
DietOmnivorous

Tauntauns (pronounced /tän'-tän/) were a species of omnivorous reptomammals who were indigenous to the icy planet of Hoth. Tauntauns were commonly used as pack animals during the Rebel Alliance's stay at Hoth. Tauntauns were also used as patrol mounts when it was learned that the Rebel Alliance's own vehicles could not cope with the very cold weather.

Anatomy

Tauntauns shared similar characteristics with kybucks, however were genetically different. They featured a mix of traditionally reptilian features, such as a lack of mammary glands and scaly skin. They had a layer of blubber under fur which ranged from gray to white and covered their bodies. They also have mammalian characteristics, as were also warm-blooded, and gave birth to live young; and in other ways, they can be also considered to be marsupials due to their appearance and mating process. Known subspecies included the glacier tauntaun, scaly tauntaun, climbing tauntaun, and the giant tauntaun (also referred to as the common tauntaun).

Tauntauns possessed numerous evolutionary adaptations to the bitter, cold environments of Hoth. Those adaptations included wide feet for running across icy surfaces, swiveling ears, thick blubber, chambered lungs, two pairs of nostrils, and a digestive system that excreted wastes as oils through skin pores, producing a distinctive odor. Their four nostrils served to warm inhaled air. Their larger pair were used to bring oxygen into the blood stream during physical exertion. When lying down to sleep, the larger pair sealed to keep snow out, and the second pair took over. A well-muscled tail extended a meter from their bodies to help maintain balance. They had clawed feet and hands to gain purchase on the ice. Their feet were also tridactyl, with splayed toes to act as natural snowshoes. The most important feature of tauntaun physiology was their unique blood mixture that was resistant to the tundra winds and kept their organs from freezing.

Despite these adaptations, tauntauns sought shelter at night to avoid the extreme nighttime temperatures of Hoth. When shelter was unavailable, they used their evolved ability to hibernate during low nighttime temperatures, maintaining a lukewarm internal temperature. Some tauntaun breeds actually froze to death if awakened after sundown. When not eating the fungus that grew beneath the frost layer or lichens found in glacial caves or valleys the omnivorous tauntauns were also known to eat ice scrabblers and Hoth hogs.

Tauntauns were matriarchal animals and lived in herds of twenty to thirty individuals. Horn-butting matches were common among both males and females who hoped to establish dominance. Tauntauns were able to give birth to two young at a time, which would occur twice within one Hoth year. Though they lacked mammary glands, tauntauns could regurgitate a form of \"milk\" produced in their crops.

They tended to be ill-tempered, a natural result of evolving in such an inhospitable environment. A peculiar form of \"attack\" among the females, and some of the males, during mating season was their spitting ability. Tauntauns would spit at each other's eyes, with surprising accuracy. While their smelly saliva was by no means deadly, it was quite inconvenient to have any liquid freeze near their eyes in Hoth's blizzards.

Predators

Tauntauns were the primary prey of the wampas. Besides their horns, natural camouflage, and their safety in numbers, tauntauns also relied on their ability to run 90 kilometers-per-hour to survive. The wampas got around this by ambushing their prey -- attempting to kill them before they could escape. The wampas would then drag the tauntauns to their caves and either eat them or hang their corpses upside down.

Domestication

If domesticated, tauntauns would require a grooming parlor to breed. Such a place would stink like the dirtiest imaginable kitchen to a sentient.

Although they were stubborn creatures, tauntauns made ideal patrol mounts for the Rebel Alliance's Echo Base in the absence of repulsorcraft, which were unreliable in Hoth's extremely cold climate. Personnel such as Corporal Vyn Rolado were responsible for taming the alpha female of a tauntaun pack, which allowed the Alliance to easily train the remainder of the pack. It was discovered that the ultrasonic frequencies given off by certain droid models irritated the mounts, and they would use their tail to swat any of those droids who happened to wander too close. Tauntauns were occasionally attacked by wampas in the ice caves of the rebel base.

The Hutt gangster Jabba Desilijic Tiure kept the head of a tauntaun as a trophy hanging on a wall in his throne room. Captain Ozzik Sturn also had a head of a tauntaun in his private quarters on Kashyyyk.

Some years after the Galactic Civil War had ended, tauntauns were exported from Hoth to the cold-climate regions of other worlds such as Coruscant. They were used as mounts, beasts of burden and tourist attractions. However, they longed for their old home and became surly and stubborn because of this homesickness.

Also by the time of the Second Galactic Civil War, small stuffed tauntauns were available as children's toys. The smooth, silky fur of the plush made it pleasant for young children to snuggle with. Jacen Solo had given one to his daughter Allana as a gift to make sure that she and her mother Tenel Ka were not the sacrifice he had to make to become a Sith Lord. The toy inspired her to want a real one from the Coruscant Livestock Exchange and Exhibition, but her grandfather Han Solo denied her due to his experience on Hoth, stating the creature's unpleasant smell.

The droid L9-G8 once made tauntaun chowder for the Prince of Tamboon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage

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\"I put my faith in diplomacy. We can't solve all of our problems by throwing troops at them.\"

- Republic Senator Padmé Amidala, during her mission to Rodia

Troopers, sometimes referred to as troops, were soldiers who served in a military force, such as that of the clone troopers of the Grand Army of the Republic, who were bred on Kamino, the stormtroopers of the Galactic Empire, elite troops deployed on the frontlines and stationed aboard installations such as Star Destroyers, the Alliance troopers of the Rebel Alliance, the stormtroopers of the First Order, and the Resistance Troopers of General Leia Organa's Resistance.

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The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium humanoid. The squad is immune to any power or effect that would alter its form.

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The squad can take one reaction each turn.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

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Ranged Weapon Attack +5, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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The squad fires en masse at a point within 150 feet Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) kinetic damage, or 18 (4d8) kinetic damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

World Devastator

World Devastators, also known as World Smashers,\nWorld Sweepers, Planet Smashers, or City Eaters, are\ngigantic superweapons, successors of the Imperial\nLeviathan, with strong tractor beams attached to them\nthat can wreak havoc on planets. They were designed\nby Umak Leth and employed by the Galactic Empire\nunder the reborn Emperor Palpatine.\n

\n\t\t\t\t\t\t

A Devastator's primary tactic is to land on the\nsurface of a planet where its mighty tractor beam\nprojectors can literally tear the planet beneath it apart.\nThe deconstruction of the planet and its resources will\nthen be used for both fuel for the Devastator and for\nits massive foundries which churn out starships,\nstarfighters, and droids which may be sent into battle\nstraight from the assembly line. The internal factories\ncan create anything from a starfighter or speeder to a\nmedium-sized cruiser, given enough resources.\n

\n\t\t\t\t\t\t

Each World Devastator is controlled by a central\ndroid brain—sentient crewmembers are aboard to\noversee production and handle navigation or weapons\nsystems. The droid brain is responsible for creating the\nnew weapons of war, and is programmed with a massive store of ship types and parameters,
\nable to create a wide variety of vessels for any combat situation.\n

\n\t\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t

In addition, the factories can also focus on upgrading\nthe World Devastator itself; a portion of the raw\nmaterials created in the molecular furnace is set aside\nfor advancements to the main body. With these unique\ncustomizations, no two \"mature\" World Devastators\nare truly alike. Given sucient time and resources, a\nWorld Devastator can even manufacture more World\nDevastators.\n

\n\t\t\t\t\t\t

These machines' shields are so strong that even\nconcentrated turbolaser re cannot penetrate them,\nand most times any contact with another enemy ship\nresults in the consumption of that ship by the World\nDevastator. Newer, smaller Devastators carry their\nshield generators on their outer hull, which may be\nvulnerable to starfighter attack. 

\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t
\n\t\t
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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The world devastator can produce medium size droids, which it can deploy using its Deploy Droids legendary action, or which can be fought by creatures inside of the world devastator.

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As a bonus action, the world devastator can send a shock wave through the ground in a 300- foot-radius circle centered on itself. That area becomes di\u0000cult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 26 Constitution saving throw or the creature's concentration is broken.

The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) kinetic damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

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The world devastator employs heavy shield generators, making it di\u0000cult for smaller arms to damage it. Unless the damage from a single attack or e\u0000ect exceeds 30 points, the world devastator takes no damage from that attack. If the world devastator takes an amount of damage from a single attack or e\u0000ect equal to or greater than its damage threshold, it takes damage as normal.

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The world devastator's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such eff\u0000ects that occur in its interior.

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If the world devastator fails a saving throw, it can choose to succeed instead.

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When the world devastator is reduced to zero hit points it explodes in a swath of atomic destruction. Each creature and object within 1 mile of the world devastator take 55 (10d10) kinetic damage, 55 (10d10) energy damage, and 55 (10d10) sonic damage. Each damage type can be reduced by half with a successful DC 18 saving throw: Dexterity vs. kinetic, Constitution vs. energy, and Wisdom vs. sonic. Additionally, a creature that fails two or three of the saving throws is aff\u0000ected by a tear in hyperspace and appears 5d100 miles away in a random direction.

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Creatures of Huge size or smaller can stand in the world devastator's space.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The world devastator makes three point- defense attacks.

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.

The world devastator chooses a point within 320 ft and lets loose a barrage of blaster \u0000fire from its point defense system. Each creature in a 15 ft. cube around that point must succeed on a DC 26 Dexterity saving throw, taking 26 (3d10+10) energy damage on a failed save, or half as much damage on a successful one.

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.

The world devastator makes one of the following blast attacks.

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.

The world devastator expels a 90-foot cube of powerful localized gravity, originating from the construct. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the \u0000rst time in a turn, including when the world devastator creates the \u0000eld, it must make a DC 26 Strength saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the \u0000eld. A restrained creature repeats the saving throw at the end of its turn. The \u0000eld persists until the world devastator’s blast attack recharges, and it can’t use gravitic beam consecutively.

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The world devastator expels plasma in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 55 (13d6+10) \u0000re damage and 55 (13d6+10) energy damage on a failed save, or half as much damage on a successful one.

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The world devastator expels rocky debris in a 90-foot cube. Each creature in that area must make a DC 26 Dexterity saving throw. A creature takes 71 (13d10) kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

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The world devastator manufactures a squad of droid troops. It deploys 1 B1- Battle Droid Squad. This squad appears in any unoccupied spaces within 10 ft. of the world devastator.

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The world devastator makes a Wisdom (Perception) check with advantage.

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The world devastator makes a single attack with its point-defense.

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The world devastator regains 52 (5d20) hit points.

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Average Height3 to 4 meters at shoulder
Skin ColorPurple
Distinctions
  • 4 legs
  • 4 long horns
  • 2 long, sensitive ears
  • protective, cartilaginous spines on back
  • shaggy fetlocks
  • thick neck 
Homeworld
Naboo
Habitat
Swamp
Diet
Herbivorous

The hrumphs were powerful, thick-necked herbivores native to the Gungan Swamps of the Mid Rim planet Naboo.

Description

Hrumphs received their name from the loud, deep, guttural sounds they produced. They had four long horns for defense and for the protection of their two long, sensitive ears. They were not choosy about their food, because they had a sharp beak for nipping tough xosha grass, which they knelt to reach, and the bark of hsuberry trees, tassler trees, and hydenock. Three to four meters long at the shoulders, hrumphs were quite large. Hrumphs had sparsely-haired hides and protective cartilaginous spines on their backs. They also had shaggy fetlocks to protect against nipping crustaceans.

Hrumphs were quite nearsighted and, with an irritable temperament, they never hesitated to charge. They were also good leapers, despite their bulk. Female hrumphs gave birth to one calf at a time. Herds defended young from predators like veermoks by encircling them and facing outward like a shield.

History

Hrumphs were also found on Aargonar and the Outer Rim planet where Darca Nyl met Samuel. They were used by the Gungans to populate Ohma-D'un as well. Like banthas, they would stand by cliffs to take advantage of the cool air wafting up from hidden caves. Using his knowledge of bantha behavior, A'Sharad Hett observed the hrumphs on Aargonar to find a cavern in which he and Anakin Skywalker could hide.

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If the hrumph moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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

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The jawa is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 12, +4 to hit with power attacks). The jawa has 6 tech points and knows the following powers: At will: electroshock, mending, on/off 1st level: oil slick, overload, repair droid.

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The jawa cowers pathetically to distract nearby foes. Until the end of its next turn, its allies gain advantage on attack rolls against any target within 10 feet of the jawa.

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The augmented wookiee berserker has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The augmented wookiee berserker's melee attacks deal +3 damage (included in the attack). Additionally, the augmented wookiee berserker has advantage on all Strength checks and saving throws as long as he is not incapacitated.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NzljYzdiODA1NWM2","flags":{"entityorder":{"order":210}},"name":"Danger Sense","type":"feat","img":"systems/dnd5e/icons/skills/yellow_17.jpg","data":{"description":{"value":"

The augmented wookiee berserker has advantage on Dexterity saving throws on effects that it can see, such as traps and powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZDMzY2Y3Njc2OTNh","flags":{"entityorder":{"order":208}},"name":"Feral Instinct","type":"feat","img":"systems/dnd5e/icons/skills/blue_29.jpg","data":{"description":{"value":"

The augmented wookiee berserker has advantage on initiative checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ODAwYTVkYzVlZTll","flags":{"entityorder":{"order":211}},"name":"Brutal Critical","type":"feat","img":"systems/dnd5e/icons/skills/red_12.jpg","data":{"description":{"value":"

The augmented wookiee berserker rolls two additional damage dice on a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzQxZDQ5NzY4ZDM2","flags":{"entityorder":{"order":202}},"name":"Relentless Rage","type":"feat","img":"systems/dnd5e/icons/skills/red_01.jpg","data":{"description":{"value":"

When the augmented wookiee berserker is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 when the augmented wookiee berserker finishes a short or long rest.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NGE4MWI0MWFjNGJj","flags":{},"name":"Holoskin Emitters","type":"feat","img":"systems/sw5e/packs/Icons/monsters/379_-_Wookie_Berserker_2C_Augmented/avatar.webp","data":{"description":{"value":"

Any creature within 5 feet of the augmented wookiee berserker that is hostile to it has disadvantage on attack rolls against creatures other than the augmented wookiee berserker or another creature with this ability.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The augmented wookiee berserker makes three attacks with its unarmed strike.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 12 (1d8+8) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"ZWIwZjk4MDg1ZmE1","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/379_-_Wookie_Berserker_2C_Augmented/avatar.webp","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"We have them on the run, sir… They're no match for droidekas.\"

Rune Haako, to Nute Gunray

ManufacturerColicoid Creation Nest
ClassBattle droid
CostOver 200 times that of a B1 battle droid
Height
1,83 meters
Mass75 kg
Sensor colorRed
Plating colorBronze

The droideka (a compound word combining the Basic word \"droid\" with the Colicoid suffix eka, meaning \"hireling\" or \"drone\"), also called the destroyer droid (destroyers for short), wheel droid, roller, or rollies in clone trooper slang, was a type of heavy battle droid used by the Trade Federation and the Confederacy of Independent Systems. It gained a reputation for deadliness over the course of the Clone Wars. Droid commanders such as General Grievous favored the droideka for its resilience and firepower, as well as the fear it could instill in even the most powerful Jedi. They were also used for executions. They were deployed in many battles over the course of the Clone Wars, such as Muunilinst, usually in moderate numbers due to their cost, and were also used as guards in various Confederate installations. Trade Federation and Confederate Navy also utilized droidekas as security droids aboard their ships. After the Clone Wars, remaining droidekas fell into the hands of a variety of factions such as smugglers and criminals.

Description

\"Droidekas are fast… very fast.\"

- Urai Fen

The droideka was designed by the carnivorous Colicoids of Colla IV, who were displeased by the limitations of Baktoid Combat Automata's basic B1 battle droids, and chiefly manufactured on their homeworld. The Trade Federation traded rare meats to the Colicoids as a way to ease bargaining with the ravenous insectoids, and were able to enjoy special rates on these normally very costly droids. So by cutting down the costs of these battle machines, the Confederacy of Independent Systems (CIS) was able to get shipments of them by the hundreds. Before the Federation's defeat following their Invasion of Naboo, these droids were usually slaved to a central control computer. This technique fell out of favor in the aftermath of said battle, however, and they later functioned independently like the B2 super battle droids did. Even before that time, the droidekas on Colla IV were not slaved to a central computer, this independence rendering them both much more expensive and much more lethal. What also made them unique to battle droids was that they could roll into position on the battlefield and act as a turret. Due to their construction and design, they were over 200 times the cost of a regular B1 battle droid.

They were more formidable than the Federation's more numerous battle droids for several reasons. They were able to transform into a \"wheel\" configuration, allowing rapid movement and compact storage. When they encountered their targets, each of the bronzium-armored droidekas would unfold into a tripodal weapons platform, armed with a set of two twin blaster cannons which could unleash a withering torrent of firepower, though some were equipped with a blade weapon on one of the arms, such as a buzzsaw or a vibroblade. Often, they were also equipped with deflector shield generators. These personal energy shields projected could endure much punishment, capable of deflecting or absorbing virtually any manner of energy or projectile fire up to the level of a light artillery bolt, as well as rebuffing lightsaber blades and physical attacks. The shields were powered by a starship-class fusion generator housed in a bulb at the junction of the droideka's legs. However, there was a weak point at the very top of the shield, a point where lightsabers would be able to penetrate. Many Jedi took advantage of this weak point, and it was the most commonly used method of dispatching them in the Clone Wars. Additionally, the effectiveness of these droids was bolstered by their lack of the usual requirement for photoreceptors; instead, droidekas utilized non-visual composite radiation sensors, less likely to be distracted by light-based effects.

Droideka dispensers were sometimes used to transport and deploy these droids even in the middle of intense combat zones, proving a serious nuisance to enemy troops.

History

Pre-Clone Wars

\"Master! Destroyers!\"

- Obi-Wan Kenobi, upon seeing a droideka aboard the Saak'ak

Droidekas were used before Naboo in the Trade Federation's attempt to annex Alaris Prime and expel the Wookiees attempting to colonize it, but the Wookiees, with the intervention of Jedi, were able to repulse the Trade Federation forces.

The Trade Federation utilized large numbers of droidekas during the Invasion of Naboo, where they proved highly effective against Naboo forces. They were used to great effect against two Jedi—Qui-Gon Jinn and Obi-Wan Kenobi—on the flagship Saak'ak, where just two of them forced the Jedi to flee. They were also used during the Battle of Grassy Plains, where they massacred Gungan warriors and were responsible for destroying the Fambaa shield generators. However, they were disabled when Anakin Skywalker took out the Droid Control Ship. After the crisis, the Galactic Republic obtained some droidekas from the reparations given to the Trade Federation, and used them onboard Outbound Flight as security enforcement, and would be obtained by the Vaagari by this way.

Clone Wars

After the Trade Federation joined the Confederacy of Independent Systems, droidekas became mass-produced in Separatist droid foundries and were a common element of the Confederacy armies. They were used in the initial Battle of Geonosis, where most of them were stored aboard core ships which were hence unavailable for the battle, although they were used heavily in the arena stage of the battle. Over the course of the war, they proved extremely effective against enemy clone troopers and Jedi Knights, with even Obi-Wan Kenobi bearing scars from them; they posed a challenge even to elite Republic soldiers such as Delta Squad, as proved aboard Prosecutor.

They were also sometimes used as bodyguards for high-ranking Separatist figures such as San Hill. However, they met their match in the JK-13, which was not brought into mass production as the Jedi feared it would be. Indeed, the mere presence of droidekas was enough to make Jedi or other enemy forces retreat or surrender. During the Battle of Cato Neimoidia near the end of the war, squads of droids pinned down a group lead by Anakin Skywalker and Obi-Wan Kenobi, and were only destroyed by an artillery strike.

An unusually large concentration of droidekas were used in the assault on Coruscant, where they were repulsed by Yoda. In the same battle, droidekas also formed part of the team that captured Anakin Skywalker and Kenobi aboard Invisible Hand, although the Jedi exploited a weakness in their shields during the firefight on the bridge.

Unarmed droidekas were used as shooting range targets as part of the training of clone sharpshooters.

At the end of the Clone Wars, the droidekas were de-activated after Darth Vader's execution of the Separatist Council under Emperor Palpatine's orders.

Aftermath

\"Yes, the so-called 'destroyer droids' used by the Trade Federation during the Clone Wars. The Empire has a stockpile of the droids and has reprogrammed them to guard various installations across the galaxy, including a research station and the mine here on Lok. The droidekas are programmed to attack anyone who shouldn't be there.\"

- Sergeant Moore

The remaining droidekas were purchased by the Corporate Sector and other organizations, such as the Galactic Empire. By the time of the Yuuzhan Vong War, a few system security forces still utilized droidekas. Droidekas were also used by colonies on undeveloped worlds in Wild Space as perimeter guards at night to guard against native predators. In 19 BBY, Droideka's were used by stormtroopers against Jedi Fy-tor Anna. Some fell into the hands of smugglers and criminals, and the Vagaari managed to obtain at least one unit. During the early years of the Galactic Empire, many droidekas were used by Gizor Dellso in the Battle of Mustafar. All were destroyed when the Empire bombarded the planet. One was repaired by Osaji Uhares during the Galactic Civil War. Around this time, six modified Droidekas were used as the leaders of security squads in Aucellis Park, an entertainment park that was located on the moon Keriba VI. In about 12 ABY, the renegade Jedi Dal Konur obtained some droidekas from a warehouse on Wayland and he deployed them on Bilbringi.

Tyber Zann and Urai Fen managed to capture an abandoned clone war era droid factory on Hypori from the automated security droids protecting it. A large Hutt Cartel force including Jabba Desilijic Tiure and Bossk (who was quickly bribed into defecting,) had set a trap for the two crime lords, but Urai was quickly able to reprogram the Destroyer Droid MKII security force to respond to Tyber, and managed to force Jabba to retreat. After taking Hypori Zann established many facilities devoted to the manufactore of the these droids to be used as heavy support units for the disruptor-armed infantry of the Zann Consortium.

Due to the strength of their blasters and their built-in shields, droidekas proved to be a serious threat to Jedi, especially when in groups. A few years before the Yuuzhan Vong War, Luke and Mara Jade Skywalker encountered a droideka aboard the remains of the Outbound Flight Dreadnaught-class cruisers. Even though it was decades old and not operating at its best, the two still had a difficult time defeating it. However, this version had some interesting additions, one of which was the ability to fire its blasters while in rolling configuration.

Design flaws

\"Data shows that the standard droideka was made with one design flaw: the shields must maintain a continual supply of energy, which may result in an overload if battered enough.\"

- TC-38

Despite being a formidable droid, the droideka had one major design flaw. Its shield was designed to enclose the droideka in a standing position, but if the droid was knocked on its side or against a wall, the shield had no way of distinguishing the wall or floor from a blaster bolt or lightsaber. This meant that the shield generator had to continue supplying energy to the shield, resulting in an overload, as demonstrated during the rescue on the Invisible Hand. The shorted-out shield generator would leave the droideka vulnerable. Also, in the rolling position, the droideka's shield could not be activated, leaving it vulnerable while rolling from place to place. This technique was demonstrated by Republic Commandos infiltrating a Separatist core ship during the Battle of Geonosis and later by Anakin Skywalker and his padawan during the Battle of Christophsis. Also their shields were substantially weaker behind the droid, making them relatively easy to take out from that position. They also apparently seemed to be vulnerable to Force techniques, as Obi-Wan Kenobi used several to knock out approaching droids (and even slow down General Grievous) on board the CIS superbattleship Malevolence.

Droideka shields were ineffective against slow rolling objects, such as thermal detonators which could be rolled in and detonated. This was taught to the Onderon rebels by Captain Rex during the Clone Wars. During the Ringo Vinda campaign they were manipulated by the force and taken down with shields up by an Electro Magnetic Pulse grenade. They also showed little, if any, ability to stop strong explosions as demonstrated when CC-5576-39 encountered them and targeted various barrels of rhydonium in order to destroy them. At the Geonosis arena they were destroyed by Low Altitude Assault Transports with little to no shield resistance.

Droidekas were known to have a hard time maneuvering on downward slopes and climbing up stairs. In their rolling configuration, they would have to go back quite a bit and then speed up, launching themselves up the stairs. They could also try to traverse stairs in walking configuration, although it was extremely hard for them to coordinate their three legs on stairs. In their standing position, they could not move very fast, forcing them to roll over long distances.

Additionally, there were limits when a droideka could fire at a target. If the target got very close to it, the droideka would miss its shots because its blaster arms were spread out. This also enabled an enemy to run around it while attacking.

Droideka series and variants

There were three known series of droidekas. They were outwardly similar; the differences were mostly internal. The first, the P-series droideka, was used in the Invasion of Naboo in 32 BBY. The W-series droideka was used in the Battle of Geonosis in 22 BBY. Later, the Q-series droideka was used aboard the Invisible Hand to capture and trap Jedi master Obi-Wan Kenobi and Jedi Knight Anakin Skywalker in 19 BBY.

Five known variants of droideka existed. The first was the grapple droideka, used around the time of the Invasion of Naboo. It was equipped with electronic grapples and was designed for melee combat, and lacked blasters. It also seemed to possess weaker shields than average.

A second variant was the Ultra Droideka. These were larger than standard droidekas and saw use during the Clone Wars.

A third, the droideka Mark II, saw action on the battlefields of the Galactic Civil War. This model had four stubby legs and an ion cannon, and was larger than the Separatist models. Since the plans for it were discovered on the old Separatist droid-producing world of Hypori, it may have been a dropped CIS project. It was employed by the Hutt Cartel briefly, then quite extensively by the Zann Consortium.

A fourth droideka variant was the K3-I Buzzer Droid used also during the Galactic Civil War. This variant was used on Station Gamma above Ord Mantell. It was weaker than an average droideka and lacked shields.

A fifth droideka was the sniper droideka, which was used by the CIS during the Clone Wars. It included a sniper rifle in its head, in addition to the rest of its weapons. The CIS deployed at least two sniper droideka during its invasion of Kiros.

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

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As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

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The destroyer droid adds 3 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

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The destroyer droid makes two weapon attacks.

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 11 (2d6+4) energy damage

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The destroyer droid sprays a 10-foot-cube area within normal range of its blaster cannons with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

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\"Once the katarn hunted us, and the highlands of the forest was theirs for a thousand generations. But their hunting did not destroy us. Nothing of this world is to be squandered, my son. The katarn gave the Wookiees its strength and courage, and allowed the Wookiees to find the rrakktorr. Now we repay them by returning the gift. Someday it will be their turn again.\"

- Chewbacca to Lumpawarrump

Homeworld
Kashyyyk
Diet

Carnivore

A katarn was a predatory quadruped reptomammal native to the planet Kashyyyk.

Overview

Katarns had slender bodies with rodent-like tails, and narrow faces leading back to a cartilaginous ridge protecting their neck and shoulders. Their paws had opposable digits, and their lower limbs were covered with sharp spurs, both of which allowed them to climb and hang from the branches of the giant wroshyr trees and feed on tree-burrowers.

Katarns were creatures of great importance in the Wookiees' culture. The Wookiees, who called the katarn the \"Old Prince\", hunted them in their hrrtayyk ceremony. Wookiees said the katarns were born by a wound to Kashyyyk that fell from the sky ages ago and made a home for the katarn. The katarns then hunted the Wookiees, thus unlocking the Wookiees' \"inner fire\". To thank the katarn, the Wookiees hunted them. They believed that someday it would be the katarn's turn to hunt the Wookiees again.

Katarns were ferocious and merciless predators which would track their prey for long periods before choosing an opportune moment to strike. They had been described as \"silent, shadowy, and deadly,\" qualities which made them the mascot of Judder Page's Katarn Commandos.

Some katarns were domesticated as the war-mounts of Wookiee dragon troopers. On another note, there was a small subspecies of katarn that populated the Shadowlands. These katarns had no climbing abilities, as evidenced by their four large trunk-like legs. They also had two small dangling manipulator arms. They had more rounded out edges than the main katarn species and two large tusks. The reformed Revan battled several of these in his second trip to find the Kashyyyk star map.

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If the katarn drops on a target from above and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 21 (6d6). If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the katarn misses, it takes half normal falling damage.

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The katarn has advantage on Wisdom (Perception) checks that rely on sight and smell.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 11 (2d8+2) kinetic damage

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Melee Weapon Attack +5, Reach 15 ft., One target. Hit : 6 (1d8+2) kinetic damage

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase II Dark Trooper

The Phase II dark trooper was the second and main stage of the Dark Trooper Project.


Each droid was equipped with the external elements such as the suit, a jump pack, and an assault cannon capable of firing 400 plasma shells and 20 missiles before reloading. The Phase II dark trooper was intended to be used either as an artificially intelligent droid or exoskeleton—either way, it was extremely effective in battle.

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When the droid drops below half its hit points (65), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (65), the Phase II Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.

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The Phase II Dark Trooper makes an underslung missile launcher attack and then can make three assault cannon attacks or an assault cannon barrage.

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Ranged Weapon Attack +6, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The Phase Two Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

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Ranged Weapon Attack +6, Range 240 ft., One target. Hit : 6 (1d6+3) kinetic damage.

Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 7 (2d6) kinetic damage on a failed save.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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On each of his turns, the Hunter can use a bonus action to Dash or Disengage.

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The Hunter has advantage on Wisdom (Perception) Checks.

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If The Hunter fails a saving throw, he can choose to succeed instead.

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The Hunter can roll his next ranged attack with advantage.

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The Hunter's ranged attacks ignore half-cover and three-quarters cover. He does not get disadvantage on his ranged weapon attack rolls while attacking at long range.

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If a melee attack misses the Hunter, he can use his reaction to make a rifle bash attack against that creature.

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The Hunter makes three blaster rifle attacks or three melee weapon attacks.

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Ranged Weapon Attack +11, Range 150/600 ft., One target. Hit : 17 (2d10+6) energy damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage.

The target must make a DC 18 Constitution saving throw or become dazed.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"Mzg2Y2Q1ZTJmZGQ5","flags":{},"name":"Fire Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage plus 10 (3d6) fire damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+6","kinetic"],["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"MDZmZDkxZjZhODcw","flags":{},"name":"Mini Grenades (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter flings a barrage of mini grenades at a point within 55 feet. Each creature within 15 ft. must make a DC 19 Dexterity saving throw. A creature takes 35 (10d6) kinetic damage on a failed save, or half as much as on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MzBjMzE1ODJjODUy","flags":{},"name":"Smoke Grenade (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The hunter throws a smoke grenade at a point within 55 feet. The smoke grenade spews a thick cloud of fog in a 15ft radius, lasting 10 rounds. When entering the fog or starting its turn there, a creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned, or half as much on a successful save and is not poisoned.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NzQ0OTNmNDc0NWMx","flags":{},"name":"Heavy Fire","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter makes one heavy blaster rifle attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NWY4NGExMWY1Mzg4","flags":{},"name":"Grenades (Costs 2 actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter can use either of his grenade attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZDhlMWNkZWFmYjM5","flags":{},"name":"Duck and Weave","type":"feat","img":"systems/sw5e/packs/Icons/monsters/276_-_Legendary_Enhanced_Hunter/avatar.webp","data":{"description":{"value":"

.

The Hunter moves up to its speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000}]} +{"_id":"bLyPeeiRHOy1P8oa","name":"Rakghoul, Hulking","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":4,"proficient":1,"min":3,"mod":-3,"save":0,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":15,"min":0,"formula":"natural armor"},"hp":{"value":120,"min":0,"max":120,"temp":0,"tempmax":0,"formula":"16d10+16"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":120,"min":0,"max":120},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

Rakghouls were a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Desiring an army to rule over and seeking a way to cheat death as so many other Sith before and after him did, Muur forged a talisman that he poured his spirit and power into, one that eventually came to be known as the Muur Talisman. Muur's talisman could turn almost any sentient being near him into a mindless rakghoul which he could control, but he found that there were exceptions: Force-sensitives and certain alien species could resist the talisman's effects. Thus, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread by a rakghoul's bite or a scratch from its claws, and that subjected the victim to a slower transformation into a rakghoul. Jealous and fearful of his power, Muur's Sith rivals killed him, and over time, the Muur Talisman came to reside on the Outer Rim world of Taris where the rakghoul plague ran rampant throughout the world's impoverished Undercity, creating vast numbers of rakghouls. The people of Taris would manage to put an end to the rakghoul presence on their world at some point prior to the year 19 BBY, and by the days of the Second Imperial Civil War, rakghouls were believed to be extinct.

However, with the Muur Talisman lay the ability to create new rakghouls, and the galaxy would see the return of the rakghoul when the oubliette belonging to the Sith Lord Remulus Dreypa was uncovered by Darth Vader, and the Jedi Knight Celeste Morne who had entombed herself and the talisman within for safekeeping nearly four thousand years prior, was revived. Morne battled Vader, but was no match for the skills of the Sith Lord and his stormtroopers, so she called upon the talisman's power to turn the stormtroopers into rakghouls; outnumbered, Darth Vader fled, stranding Morne on the desolate moon she had awakened on with only rakghouls and the spirit of Karness Muur for company. Several years later, Morne and the talisman would escape the moon aboard a Rebel Alliance shuttle, turning the crew of an orbiting Imperial-class Star Destroyer into rakghouls during her escape. Later, after her ship had been taken aboard a Pellaeon-class Star Destroyer, Morne turned the crew of the Iron Sun into subservient rakghouls with the power of the Muur Talisman. Morne and her rakghoul crew later came into contact with former Jedi Cade Skywalker, who convinced Morne to join him in his campaign against the current Dark Lord of the Sith, Darth Krayt, after curing the rakghoul plague he had been infected with using his unique healing ability. During their attack on Krayt's forces, Krayt was killed and Morne convinced Skywalker to end her life and her suffering under Karness Muur's constant psychic presence. Skywalker then destroyed the Muur Talisman as it attempted to bind itself to a new host, effectively putting an end to the primary source of rakghouls.

Origins

\"The rakghouls began as creations of Karness Muur's Sith magic, but scratches or bites spread the plague—even to Force users like you.\" 

- Celeste Morne to Cade Skywalker

In the wake of the Hundred-Year Darkness, waged between the Jedi Order and the Dark Jedi who sought to use the Force to alter and create life, and the Jedi's victory in the war's final battle on Corbos, the remaining Dark Jedi were taken into custody by Galactic Republic forces. These darksiders were stripped of their weapons and armor, and herded into unarmed transports that took them off-world and into the then unknown regions of the galaxy. These \"Exiles\", as they came to be known, landed on the primitive world of Korriban, home of the equally primitive Sith species; the former Jedi used their Force powers to amaze the Sith, who in turn elevated these outsiders to god-like status. Among this generation of the first \"Lords of the Sith\" was Karness Muur. Like many Sith, Muur desired a way to cheat the inevitability of death, and thus forged a Sith talisman that he poured his mind and spirit into, the Muur Talisman.[4] But Muur's amulet had a second purpose: the talisman could use Muur's Sith magic to transform any nearby sentient into a mindless rakghoul, subservient to Muur's will and with which Muur intended to form an infinitely expanding army that would allow him to conquer the galaxy. There were exceptions, however, as both Force-sensitive beings and beings from a number of certain non-Human species proved immune to the talisman's effects. To combat this flaw, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread from a rakghoul's bite or a scratch from its claws. The infected victim would then slowly mutate into a rakghoul within a timeframe spanning mere hours.

Muur's jealous Sith rivals would lead to his body's physical death,[4] though his spirit lived on with the talisman that over time, came to reside in the Undercity of the Outer Rim world of Taris, after its most recent owner had been crushed in a cave-in. Years passed as the rakghoul plague spread among the Undercity's Outcasts, transforming an untold number into mindless rakghouls that roamed the streets attacking any they came across.

Mandalorian Wars

\"These creatures…with a Jedi's mind, they can do anything, spread anywhere. Everywhere!\" - Celeste Morne

By the start of the Mandalorian Wars, rakghouls had become an ever-present danger in Taris' Undercity. When Jedi Padawan Zayne Carrick fled into the Undercity seeking to escape his Jedi Masters—who had killed their others students earlier that evening after receiving a vision in the Force that one would become the next Sith, and blamed Carrick for their murders after he managed to escape—the Jedi Masters of the Taris Jedi Council were forced to fight through mobs of rakghouls and outlaw Gamorreans during their pursuit of the Padawan.[6] After the Mandalorians conquered Taris, a Mandalorian scouting party and excavation team led by the Neo-Crusader scientist Pulsipher descended into Taris' Undercity where they located the Muur Talisman, claimed it for the Mandalorians, and took aboard Pulsipher's ship, the Mar'eyce. Unbeknown to Pulsipher or his warriors, Zayne Carrick, along with friend Marn \"Gryph\" Hierogryph and Jedi Covenant Shadow Celeste Morne, had stowed away aboard the Mar'eyce in an attempt to retake the talisman. When Pulsipher handled the talisman on board his ship, the Sith amulet attached itself to his arm, and afflicted Pulsipher's warriors with the rakghoul plague when they attempted to help their leader remove the talisman. Once the Mar'eyce landed at the Mandalorians' Ice Citadel on the frozen world of Jebble, these infected soldiers soon turned into rakghouls and began a series of events that led to more and more Mandalorians becoming infected upon being scratched and bitten.

To the surprise of Celeste Morne, these Mandalorian-spawned rakghouls—or \"Mando-Raks\" as one Neo-Crusader recruit deemed them—could use blaster weapons and were much more organized and apparently intelligent than previously witnessed. As the Mandalorians battled their rakghoul-turned comrades all across their Jebble base of operations, Zayne Carrick made contact with Mandalorian military commander Cassus Fett, bound for Jebble with Neo-Crusader transports. Carrick warned Fett of the rakghoul outbreak, and urged him not to land any ships for fear of the plague spreading further. Shortly after, Carrick was ambushed by a pair of rakghouls who dragged the Jedi to the laboratory of Pulsipher where the Mandalorian scientist, now realizing for himself the power the Muur Talisman possessed, demanded Carrick tell him how to unlock the relic's further powers over the rakghouls. In the presence of a Jedi, the talisman abandoned Pulsipher and the rakghouls he had previously commanded then slaughtered him. Before the talisman could bind itself to Carrick, however, Celeste Morne intervened and took the talisman onto herself. Using the Muur Talisman's power in conjunction with her own Force-sensitivity, Morne took control of the rakghoul horde. Over one million Mandalorian Neo-Crusaders had been turned into rakghouls, all now under the control of Morne. But with that power came the threat of dark side corruption from Karness Muur's spirit, and Morne chose to allow herself to be sealed away in the oubliette of the Sith Lord Remulus Dreypa, one of the Force-related items Pulsipher had collected in his Ice Citadel laboratory. With Morne sealed inside Dreypa's oubliette, the rakghouls lost their temporary intelligence and set upon each other, nearly killing Carrick and his companion, Gryph, as they fled the world aboard the Moomo Williwaw. Moments later, the Mandalorian fleet appeared over Jebble and, heading Carrick's earlier warning against the rakghouls, Cassus Fett ordered the orbital bombardment of Jebble via nuclear missiles. The rakghouls were wiped out, and the oubliette containing Morne and Karness Muur's talisman sunk beneath the water formed from Jebble's melted glaciers.

Jedi Civil War

Though the Muur Talisman, the original source of the rakghouls, was lost beneath the surface of Jebble, the rakghouls were not gone from the galaxy. Taris' Undercity remained infested with the creatures, and more were transformed regularly after being bitten and scratched by pre-existing rakghouls. By the time of the Jedi Civil War, it was estimated that up to 60 million beings on Taris had been infected, but because the plague was mostly confined to the Undercity and lower levels generally populated by the planet's criminal class, the Taris government made little effort to combat the disease. The Mandalorians were later driven from Taris by Republic forces under the Jedi Knights Revan and Malak, but in 3956 BBY Sith forces under the recently turned Darth Malak occupied Taris. With them came a serum that could heal those infected by the rakghoul plague who had yet to complete the transformation, but the Sith restricted access to the serum to those Sith troopers that were sent down into the Undercity.

An amnesiac Revan—his memory of his time as a Sith Lord after falling to the dark side removed by the Jedi Council—later found a vial of the curative serum on the body of a dead Sith trooper while on Taris, and used it to heal several Outcasts infected with the rakghoul plague before finally giving it to the Upper City doctor, Zelka Forn. Forn was able to use this sample to synthesize a mass-produced serum that he shipped to the Outcasts and sold at a low price to all Tarisians. Shortly afterwards, Taris was subjected to a devastating orbital bombardment by Darth Malak's Sith armada, killing an untold number of beings on the planet, including a significant number of rakghouls.

The Great Galactic Wars

During the Republic's efforts to rebuild Taris around the time of the first Great Galactic War, it was discovered that a number of rakghouls had survived the bombardment. Bands of these rakghouls roamed beyond the reaches of the Undercity and up to the surface, and reports claimed that some of the vicious creatures had evolved, displaying new powers.

The rakghouls would again reassert their infectious plague upon the galaxy with the help of a maddened scientist named, Sannus Lorrick. Spending years illegally experimenting on sentient species with gene-splicing and viral modification, the insane doctor would be stricken of his position as the Royal Science Advisor to the Tion Hegemony and exiled. Seeking revenge, Lorrick would find the rakghoul plague as his new subject of obsession in his secret lab on Ord Mantell. There he would modify the plague to his will, creating rakghoul abominations such as Project Savrak and sentients modified with the creatures' strength. Hiring a smuggler named Melarra to unknowingly transport one of his infected lab animals to the planet of Kaon, Sannus would finally get his revenge. The plague spread fast and wide, infecting 4 planets in the Hegemony and untold billions of people. Upon investigation, Republic and Imperial forces would find the cause of the plague, send a strike team to Lorrick's lab in the Lost Island and end the crisis.

Before Dr. Lorrick was defeated, the insane scientist would gift one his infected animals, a risp, to a smuggler named Zama Brak. The infected risp bit the smuggler, who was at the time traveling on the passenger liner called the Stardream, and start the plague on the cruise ship. Following the infection of the crew, the Stardream crashed on the planet Tatooine restarting a crisis of galactic proportion. The Sith Empire (Post–Great Hyperspace War) and the Galactic Republic would quarantine the planet and seek to contain the plague but would be met with disappointment when volunteers hoping to help in the efforts on the planet spread the virus further throughout the galaxy. Sometime during the plague, the CEO of Galactic Solutions Industries, Addalar Hyland's children were killed on the desert planet, which motivated the grieving father to create the Hyland Organization for Rakghoul Neutralization.

The disease would once again appear on the planet Alderaan where earlier reports indicated strange animal attacks, devoid of signs of Killik signatures, on patrolling soldiers. Addalar Hyland and THORN reacted quickly, using the retrofitted GSI weapon called the Spike, the organization was able to enter into the rakghoul tunnels to quell and study the deadly plague. Within the tunnels, THORN scientists discovered a new ecosystem that allowed the virus to flourish without the need to infect other creatures. Found in the rakghouls' DNA was a code that was similar to fungal species. This allowed the rakghouls to reproduce, first spawning as raklings and growing to more specialized subspecies such as the Eyeless and creatures that bred and harvested fungal matter.

Death and rebirth

\"And the Covenant? Was it successful?\"

\"I know nothing of a 'Covenant'…\"

\"Then what about the rakghouls?\"

\"Isolated on Taris and eventually wiped out…\"

- Celeste Morne and Fane Peturri, after Morne awoke from Dreypa's oubliette after four thousand years

Over time, the rakghouls were isolated on Taris and—possibly due in part to the serum Revan recovered—driven to extinction. But while the Muur Talisman remained, the threat of the rakghouls did as well. Approximately fourteen hundred years before the galaxy-spanning Clone Wars, ice miners discovered the oubliette of Dreypa beneath the surface of Jebble. A mystery to its finders, the oubliette became known as the \"Jebble Box\", and the inability to open it or scan what was inside bred numerous rumors as to its origins. Collectors bought and sold the box they believed to be an ancient Jedi treasure, and wars were even fought over the mysterious object. The Republic eventually fell to the machinations of the Sith Lord Darth Sidious, and was reorganized into the Galactic Empire, lorded over by the once Supreme Chancellor-turned-Galactic Emperor Palpatine, Sidious' public persona. By this time, the Jebble Box came into the possession of the crew of the Uhumele and they attempted to sell it to scholar and historian, Fane Peturri. Peturri was in league with Darth Vader, and Vader claimed the Jebble Box for himself during the proceedings, freeing the imprisoned Celeste Morne and with her, the spirit of Karness Muur. Upon learning Vader was a Sith, Morne attacked him, and the two engaged in a lightsaber duel on the desolate moon where she had awoken. Vader's skill was too great for Morne to fight alone and, faced with death and the possibility that once she was gone the talisman would attach itself to Vader, Morne was forced to tap into the talisman's power for herself, turning Vader's cadre of stormtroopers and Fane Peturri into rakghouls under her control. Outnumbered, Vader fled onto his shuttle. At the same time, the crew of the Uhumele were fleeing when Morne triggered the talisman's powers; Crys Taanzer, the only human member of the Uhumele's crew, transformed into a rakghoul and Captain Schurk-Heren was forced to end her life. Morne was abandoned on the desert moon where she had been revived, left with only the spirit of Karness Muur and the group of rakghouls she had spawned as company.

Breakout

\"What are these things? I've never seen anything like them!\"

\"Me neither. But figure it out after they're dead!\"

- Leia Organa and Han Solo, upon encountering rakghouls for the first time

Nearly twenty years later, Vader had not forgotten about Morne and in a mission to ascertain whether or not she still lived, he sent a company of heavily armed stormtroopers back to the deserted moon. Still very much alive, Morne used the Force to violently crash the Imperial shuttles on the moon's surface, and subsequently transformed their stormtrooper crew into rakghouls. With this knowledge, Vader turned to his spy, Wyl Tarson, with instructions to leak word of a secret Imperial weapon located on the moon, and ensure that it was noticed by members of the Alliance to Restore the Republic, a group of rebels that had been formed in the years since Vader had first confronted Morne as a force to oppose the oppressive Empire and restore the Republic that it had once been. Unable to resist an attempt to claim the Empire's weapon for themselves, several members of the \"Rebel Alliance\"—among them the likes of Princess Leia Organa, Luke Skywalker, Han Solo and his Wookiee companion Chewbacca, and the former clone trooper Able—undertook a mission of their own to the barren moon. Almost immediately upon touching down, the rebels were beset by the rakghoul horde, and several members were bitten and transformed into rakghouls themselves. A small number of the rebels escaped onto Han Solo's ship, the Millennium Falcon, while Skywalker was captured and taken to the cave where Morne had been living.

Convinced by the spirit of Karness Muur that the Jedi had abandoned her, Morne attacked Skywalker while Organa rushed to his aid. When Morne turned her lightsaber on Organa, the recently arrived Able opened fire in her defense, only to be turned into a rakghoul for his heroic efforts. Sensing the Force within both Skywalker and Organa, Muur dislodged his talisman from Morne and attempted to take a new, more maleable host. But Morne, coming to her senses, batted the talisman away from the two rebels and took the burden of the talisman back upon herself. As Morne turned her back on the two, Skywalker and Organa became the focus of Morne's legion of rakghouls, though the timely arrival of Solo and the Millennium Falcon allowed them to escape without injury. The rebels left behind the main shuttle they had used to reach the planet, and Morne decided to take it for herself; her numerous rakghouls followed her aboard and took their place as the new crew, lifting off and heading for orbit where an Imperial-class Star Destroyer awaited. Before the Imperial crew could attack the shuttle, Morne again tapped the powers of the Muur Talisman to transform those aboard into rakghouls and as she flew away into space, the Star Destroyer plummeted into the moon and exploded.

A guided weapon

\"This is ancient Sith alchemy, my lord. There is a holocron that speaks of creatures who caused a plague on ancient Taris…the festering wounds he suffered resembled the infectious bite of these 'rakghoul'. How strange. Rakghouls have been extinct for a millennia, yet one transformed Reave…\"

Darth Maladi

Once in possession of a ship, Morne found within herself a desire to explore the galaxy she had been away from for more than four thousand years. However, the desire was not her own, and in fact belonged to the spirit of Karness Muur; once Morne discovered this, she instead took her shuttle into the Deep Core with the intention of protecting the greater galaxy from the threat of Muur and the rakghouls. There she and her rakghouls would remain until 127 ABY, when her shuttle was taken aboard by the Pellaeon-class Star Destroyer, the Iron Sun. Morne believed that the Imperial ship that had captured her served the same Sith-led Empire that Darth Vader had served, and used the Muur Talisman's power to transform the entire crew of the Iron Sun into rakghouls. Over the next ten years, food on the Iron Sun ran out, and the rakghouls began to fight and cannibalize each other in order to survive.

In 137 ABY, the Iron Sun and its rakghoul crew captured another ship, the Mynock, owned by the former Jedi apprentice and Luke Skywalker's descendant, Cade Skywalker. Skywalker and his companions—Deliah Blue, Jariah Syn, along with Jedi Knights Shado Vao and Wolf Sazen, and the Imperial Knights Antares Draco, Ganner Krieg, and Azlyn Rae—began to explore the seemingly abandoned Star Destroyer, only to find the bones of dead rakghouls before being attacked by a group of still-living rakghouls. Morne was able to reassert control over the creatures and halt their attack, but not before Skywalker and Rae were infected with the rakghoul plague. Morne isolated the two from the others and informed them of their unfortunate status as victims of the rakghoul plague, promising quick deaths to Skywalker and Rae both once the transformation took hold. But Skywalker refused to accept his fate, and upon learning that the rakghoul plague was a disease created by but separate from the Force, he used his radical healing ability to cure himself and Rae, much to Morne's surprise.

Impressed by Skywalker's power, Morne vowed to aid him and his companions in their mission to kill the current Dark Lord of the Sith, Darth Krayt, and together they struck at the Imperial base on Had Abbadon. There, they engaged the Devaronian Sith Lord Darth Reave; Morne transformed Reave's stormtroopers into rakghouls that quickly turned upon their former master, and even Reave's dual lightsabers couldn't save him from being scratched before he managed to flee. Reave rushed back to the Temple of the Sith on Coruscant where he informed Darth Krayt and his Sith allies about Skywalker's presence on Had Abbadon before succumbing to the rakghoul plague, transforming into a rakghoul, and attacking Krayt. The rakghoul that had once been Reave was slain by Krayt's Hand, Darth Stryfe, and its body was looked over by the Sith scientist, Darth Maladi, who was surprised to see a rakghoul when they were believed to be extinct. A message from Celeste Morne, acting as Karness Muur and pretending to have Skywalker as her hostage, drew the Sith to Had Abbadon where they were ambushed: in addition to Skywalker, the Jedi, and the Imperial Knights, Krayt and his Sith were attacked by groups of Morne's rakghouls. The rakghouls would even defend Morne from the attack of Antares Draco, when he attempted to kill her and take the Muur Talisman for Emperor Roan Fel. The rakghouls were beaten back in large numbers by both Draco and the Sith, falling to Sith lightning and deadly lightsaber strikes, but Krayt himself was mortally wounded in a combined attack from Azlyn Rae and a Karness Muur-guided Morne. With Krayt down and the other Sith falling to the strike team, Morne turned to Skywalker with a plea to end her life before she fell completely under the sway of Muur's spirit. Skywalker acquiesced, and mercifully killed Morne with his lightsaber; with Morne dead, Muur's talisman attempted to bind itself to Skywalker, but Skywalker refused the temptation of the power Muur offered him, instead destroying the talisman with the Force, and seemingly driving the rakghouls back toward extinction.

Characteristics

\"How can they use speeders and weapons? The rakghouls on Taris are mindless!\"

\"I know the truth now, Zayne. The plague carves out and discards the targets personality—but the being's learned skills remain, waiting to be activated. So, while raks on their own serve only their hunger, the wielder of the talisman can draw upon what they were.\"

- Zayne Carrick and Celeste Morne

Hideous and possessing an appetite for flesh, Rakghouls were non-sentient, and were most commonly simple and animalistic in their behavior, with some even referring to the creatures as \"mindless\". These feral rakghouls, known also as \"lower rakghouls\", were slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looked or smelled like potential food. Though they were not a creature that held to any form of heirarchy, certain rakghouls, known to some as \"rakghoul fiends\", exhibited a manner of influence over their \"lower\" rakghoul brethren. Hardy and vicious, these rakghouls were generally believed to somehow maintain bits of their former intelligence, and would direct other rakghouls to trap and ambush prey; it was even rumored that these rakghouls could use weapons.

Rakghouls only truly reached their full potential, however, when under the power of the Muur Talisman. When a being possessed the Muur Talisman, they were able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls became more demure, and were able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities could not be restored, as all that remained in the rakghouls was an imprint of who they had once been.

The rakghoul plague

\"You said the rakghouls were caused by a plague—do you mean a disease?\"

\"Magic is the vector, but a rakghoul bite or scratch carries a disease, like a virus. It doesn't matter. There is no cure.\"

- Cade Skywalker and Celeste Morne, on the nature of the rakghoul plague.

Rakghouls were a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. But the talisman's powers did not work on all: Force-users and certain non-Human species were immune to the talisman's effects. To rectify this, Muur engineered the \"rakghoul plague\", a virus-like disease which could be spread from a rakghoul's bite or scratch. Individuals infected with this disease would later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The bodywide mutation manifested as the body would become twisted, skin pigmentation would drain and the victim would attain a whitened corpse-like state. Victims would also bleed from pores in the skin, and from places such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation laid in death.

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Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

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If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

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The rakghoul makes two claw attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The employee is a 4th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 16 tech points.

The

employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary

boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 4 (1d6+1) energy damage

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Rakghouls were a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Desiring an army to rule over and seeking a way to cheat death as so many other Sith before and after him did, Muur forged a talisman that he poured his spirit and power into, one that eventually came to be known as the Muur Talisman. Muur's talisman could turn almost any sentient being near him into a mindless rakghoul which he could control, but he found that there were exceptions: Force-sensitives and certain alien species could resist the talisman's effects. Thus, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread by a rakghoul's bite or a scratch from its claws, and that subjected the victim to a slower transformation into a rakghoul. Jealous and fearful of his power, Muur's Sith rivals killed him, and over time, the Muur Talisman came to reside on the Outer Rim world of Taris where the rakghoul plague ran rampant throughout the world's impoverished Undercity, creating vast numbers of rakghouls. The people of Taris would manage to put an end to the rakghoul presence on their world at some point prior to the year 19 BBY, and by the days of the Second Imperial Civil War, rakghouls were believed to be extinct.

However, with the Muur Talisman lay the ability to create new rakghouls, and the galaxy would see the return of the rakghoul when the oubliette belonging to the Sith Lord Remulus Dreypa was uncovered by Darth Vader, and the Jedi Knight Celeste Morne who had entombed herself and the talisman within for safekeeping nearly four thousand years prior, was revived. Morne battled Vader, but was no match for the skills of the Sith Lord and his stormtroopers, so she called upon the talisman's power to turn the stormtroopers into rakghouls; outnumbered, Darth Vader fled, stranding Morne on the desolate moon she had awakened on with only rakghouls and the spirit of Karness Muur for company. Several years later, Morne and the talisman would escape the moon aboard a Rebel Alliance shuttle, turning the crew of an orbiting Imperial-class Star Destroyer into rakghouls during her escape. Later, after her ship had been taken aboard a Pellaeon-class Star Destroyer, Morne turned the crew of the Iron Sun into subservient rakghouls with the power of the Muur Talisman. Morne and her rakghoul crew later came into contact with former Jedi Cade Skywalker, who convinced Morne to join him in his campaign against the current Dark Lord of the Sith, Darth Krayt, after curing the rakghoul plague he had been infected with using his unique healing ability. During their attack on Krayt's forces, Krayt was killed and Morne convinced Skywalker to end her life and her suffering under Karness Muur's constant psychic presence. Skywalker then destroyed the Muur Talisman as it attempted to bind itself to a new host, effectively putting an end to the primary source of rakghouls.

Origins

\"The rakghouls began as creations of Karness Muur's Sith magic, but scratches or bites spread the plague—even to Force users like you.\" 

- Celeste Morne to Cade Skywalker

In the wake of the Hundred-Year Darkness, waged between the Jedi Order and the Dark Jedi who sought to use the Force to alter and create life, and the Jedi's victory in the war's final battle on Corbos, the remaining Dark Jedi were taken into custody by Galactic Republic forces. These darksiders were stripped of their weapons and armor, and herded into unarmed transports that took them off-world and into the then unknown regions of the galaxy. These \"Exiles\", as they came to be known, landed on the primitive world of Korriban, home of the equally primitive Sith species; the former Jedi used their Force powers to amaze the Sith, who in turn elevated these outsiders to god-like status. Among this generation of the first \"Lords of the Sith\" was Karness Muur. Like many Sith, Muur desired a way to cheat the inevitability of death, and thus forged a Sith talisman that he poured his mind and spirit into, the Muur Talisman.[4] But Muur's amulet had a second purpose: the talisman could use Muur's Sith magic to transform any nearby sentient into a mindless rakghoul, subservient to Muur's will and with which Muur intended to form an infinitely expanding army that would allow him to conquer the galaxy. There were exceptions, however, as both Force-sensitive beings and beings from a number of certain non-Human species proved immune to the talisman's effects. To combat this flaw, Muur engineered the \"rakghoul plague\", a virus-like disease that could be spread from a rakghoul's bite or a scratch from its claws. The infected victim would then slowly mutate into a rakghoul within a timeframe spanning mere hours.

Muur's jealous Sith rivals would lead to his body's physical death,[4] though his spirit lived on with the talisman that over time, came to reside in the Undercity of the Outer Rim world of Taris, after its most recent owner had been crushed in a cave-in. Years passed as the rakghoul plague spread among the Undercity's Outcasts, transforming an untold number into mindless rakghouls that roamed the streets attacking any they came across.

Mandalorian Wars

\"These creatures…with a Jedi's mind, they can do anything, spread anywhere. Everywhere!\" - Celeste Morne

By the start of the Mandalorian Wars, rakghouls had become an ever-present danger in Taris' Undercity. When Jedi Padawan Zayne Carrick fled into the Undercity seeking to escape his Jedi Masters—who had killed their others students earlier that evening after receiving a vision in the Force that one would become the next Sith, and blamed Carrick for their murders after he managed to escape—the Jedi Masters of the Taris Jedi Council were forced to fight through mobs of rakghouls and outlaw Gamorreans during their pursuit of the Padawan.[6] After the Mandalorians conquered Taris, a Mandalorian scouting party and excavation team led by the Neo-Crusader scientist Pulsipher descended into Taris' Undercity where they located the Muur Talisman, claimed it for the Mandalorians, and took aboard Pulsipher's ship, the Mar'eyce. Unbeknown to Pulsipher or his warriors, Zayne Carrick, along with friend Marn \"Gryph\" Hierogryph and Jedi Covenant Shadow Celeste Morne, had stowed away aboard the Mar'eyce in an attempt to retake the talisman. When Pulsipher handled the talisman on board his ship, the Sith amulet attached itself to his arm, and afflicted Pulsipher's warriors with the rakghoul plague when they attempted to help their leader remove the talisman. Once the Mar'eyce landed at the Mandalorians' Ice Citadel on the frozen world of Jebble, these infected soldiers soon turned into rakghouls and began a series of events that led to more and more Mandalorians becoming infected upon being scratched and bitten.

To the surprise of Celeste Morne, these Mandalorian-spawned rakghouls—or \"Mando-Raks\" as one Neo-Crusader recruit deemed them—could use blaster weapons and were much more organized and apparently intelligent than previously witnessed. As the Mandalorians battled their rakghoul-turned comrades all across their Jebble base of operations, Zayne Carrick made contact with Mandalorian military commander Cassus Fett, bound for Jebble with Neo-Crusader transports. Carrick warned Fett of the rakghoul outbreak, and urged him not to land any ships for fear of the plague spreading further. Shortly after, Carrick was ambushed by a pair of rakghouls who dragged the Jedi to the laboratory of Pulsipher where the Mandalorian scientist, now realizing for himself the power the Muur Talisman possessed, demanded Carrick tell him how to unlock the relic's further powers over the rakghouls. In the presence of a Jedi, the talisman abandoned Pulsipher and the rakghouls he had previously commanded then slaughtered him. Before the talisman could bind itself to Carrick, however, Celeste Morne intervened and took the talisman onto herself. Using the Muur Talisman's power in conjunction with her own Force-sensitivity, Morne took control of the rakghoul horde. Over one million Mandalorian Neo-Crusaders had been turned into rakghouls, all now under the control of Morne. But with that power came the threat of dark side corruption from Karness Muur's spirit, and Morne chose to allow herself to be sealed away in the oubliette of the Sith Lord Remulus Dreypa, one of the Force-related items Pulsipher had collected in his Ice Citadel laboratory. With Morne sealed inside Dreypa's oubliette, the rakghouls lost their temporary intelligence and set upon each other, nearly killing Carrick and his companion, Gryph, as they fled the world aboard the Moomo Williwaw. Moments later, the Mandalorian fleet appeared over Jebble and, heading Carrick's earlier warning against the rakghouls, Cassus Fett ordered the orbital bombardment of Jebble via nuclear missiles. The rakghouls were wiped out, and the oubliette containing Morne and Karness Muur's talisman sunk beneath the water formed from Jebble's melted glaciers.

Jedi Civil War

Though the Muur Talisman, the original source of the rakghouls, was lost beneath the surface of Jebble, the rakghouls were not gone from the galaxy. Taris' Undercity remained infested with the creatures, and more were transformed regularly after being bitten and scratched by pre-existing rakghouls. By the time of the Jedi Civil War, it was estimated that up to 60 million beings on Taris had been infected, but because the plague was mostly confined to the Undercity and lower levels generally populated by the planet's criminal class, the Taris government made little effort to combat the disease. The Mandalorians were later driven from Taris by Republic forces under the Jedi Knights Revan and Malak, but in 3956 BBY Sith forces under the recently turned Darth Malak occupied Taris. With them came a serum that could heal those infected by the rakghoul plague who had yet to complete the transformation, but the Sith restricted access to the serum to those Sith troopers that were sent down into the Undercity.

An amnesiac Revan—his memory of his time as a Sith Lord after falling to the dark side removed by the Jedi Council—later found a vial of the curative serum on the body of a dead Sith trooper while on Taris, and used it to heal several Outcasts infected with the rakghoul plague before finally giving it to the Upper City doctor, Zelka Forn. Forn was able to use this sample to synthesize a mass-produced serum that he shipped to the Outcasts and sold at a low price to all Tarisians. Shortly afterwards, Taris was subjected to a devastating orbital bombardment by Darth Malak's Sith armada, killing an untold number of beings on the planet, including a significant number of rakghouls.

The Great Galactic Wars

During the Republic's efforts to rebuild Taris around the time of the first Great Galactic War, it was discovered that a number of rakghouls had survived the bombardment. Bands of these rakghouls roamed beyond the reaches of the Undercity and up to the surface, and reports claimed that some of the vicious creatures had evolved, displaying new powers.

The rakghouls would again reassert their infectious plague upon the galaxy with the help of a maddened scientist named, Sannus Lorrick. Spending years illegally experimenting on sentient species with gene-splicing and viral modification, the insane doctor would be stricken of his position as the Royal Science Advisor to the Tion Hegemony and exiled. Seeking revenge, Lorrick would find the rakghoul plague as his new subject of obsession in his secret lab on Ord Mantell. There he would modify the plague to his will, creating rakghoul abominations such as Project Savrak and sentients modified with the creatures' strength. Hiring a smuggler named Melarra to unknowingly transport one of his infected lab animals to the planet of Kaon, Sannus would finally get his revenge. The plague spread fast and wide, infecting 4 planets in the Hegemony and untold billions of people. Upon investigation, Republic and Imperial forces would find the cause of the plague, send a strike team to Lorrick's lab in the Lost Island and end the crisis.

Before Dr. Lorrick was defeated, the insane scientist would gift one his infected animals, a risp, to a smuggler named Zama Brak. The infected risp bit the smuggler, who was at the time traveling on the passenger liner called the Stardream, and start the plague on the cruise ship. Following the infection of the crew, the Stardream crashed on the planet Tatooine restarting a crisis of galactic proportion. The Sith Empire (Post–Great Hyperspace War) and the Galactic Republic would quarantine the planet and seek to contain the plague but would be met with disappointment when volunteers hoping to help in the efforts on the planet spread the virus further throughout the galaxy. Sometime during the plague, the CEO of Galactic Solutions Industries, Addalar Hyland's children were killed on the desert planet, which motivated the grieving father to create the Hyland Organization for Rakghoul Neutralization.

The disease would once again appear on the planet Alderaan where earlier reports indicated strange animal attacks, devoid of signs of Killik signatures, on patrolling soldiers. Addalar Hyland and THORN reacted quickly, using the retrofitted GSI weapon called the Spike, the organization was able to enter into the rakghoul tunnels to quell and study the deadly plague. Within the tunnels, THORN scientists discovered a new ecosystem that allowed the virus to flourish without the need to infect other creatures. Found in the rakghouls' DNA was a code that was similar to fungal species. This allowed the rakghouls to reproduce, first spawning as raklings and growing to more specialized subspecies such as the Eyeless and creatures that bred and harvested fungal matter.

Death and rebirth

\"And the Covenant? Was it successful?\"

\"I know nothing of a 'Covenant'…\"

\"Then what about the rakghouls?\"

\"Isolated on Taris and eventually wiped out…\"

- Celeste Morne and Fane Peturri, after Morne awoke from Dreypa's oubliette after four thousand years

Over time, the rakghouls were isolated on Taris and—possibly due in part to the serum Revan recovered—driven to extinction. But while the Muur Talisman remained, the threat of the rakghouls did as well. Approximately fourteen hundred years before the galaxy-spanning Clone Wars, ice miners discovered the oubliette of Dreypa beneath the surface of Jebble. A mystery to its finders, the oubliette became known as the \"Jebble Box\", and the inability to open it or scan what was inside bred numerous rumors as to its origins. Collectors bought and sold the box they believed to be an ancient Jedi treasure, and wars were even fought over the mysterious object. The Republic eventually fell to the machinations of the Sith Lord Darth Sidious, and was reorganized into the Galactic Empire, lorded over by the once Supreme Chancellor-turned-Galactic Emperor Palpatine, Sidious' public persona. By this time, the Jebble Box came into the possession of the crew of the Uhumele and they attempted to sell it to scholar and historian, Fane Peturri. Peturri was in league with Darth Vader, and Vader claimed the Jebble Box for himself during the proceedings, freeing the imprisoned Celeste Morne and with her, the spirit of Karness Muur. Upon learning Vader was a Sith, Morne attacked him, and the two engaged in a lightsaber duel on the desolate moon where she had awoken. Vader's skill was too great for Morne to fight alone and, faced with death and the possibility that once she was gone the talisman would attach itself to Vader, Morne was forced to tap into the talisman's power for herself, turning Vader's cadre of stormtroopers and Fane Peturri into rakghouls under her control. Outnumbered, Vader fled onto his shuttle. At the same time, the crew of the Uhumele were fleeing when Morne triggered the talisman's powers; Crys Taanzer, the only human member of the Uhumele's crew, transformed into a rakghoul and Captain Schurk-Heren was forced to end her life. Morne was abandoned on the desert moon where she had been revived, left with only the spirit of Karness Muur and the group of rakghouls she had spawned as company.

Breakout

\"What are these things? I've never seen anything like them!\"

\"Me neither. But figure it out after they're dead!\"

- Leia Organa and Han Solo, upon encountering rakghouls for the first time

Nearly twenty years later, Vader had not forgotten about Morne and in a mission to ascertain whether or not she still lived, he sent a company of heavily armed stormtroopers back to the deserted moon. Still very much alive, Morne used the Force to violently crash the Imperial shuttles on the moon's surface, and subsequently transformed their stormtrooper crew into rakghouls. With this knowledge, Vader turned to his spy, Wyl Tarson, with instructions to leak word of a secret Imperial weapon located on the moon, and ensure that it was noticed by members of the Alliance to Restore the Republic, a group of rebels that had been formed in the years since Vader had first confronted Morne as a force to oppose the oppressive Empire and restore the Republic that it had once been. Unable to resist an attempt to claim the Empire's weapon for themselves, several members of the \"Rebel Alliance\"—among them the likes of Princess Leia Organa, Luke Skywalker, Han Solo and his Wookiee companion Chewbacca, and the former clone trooper Able—undertook a mission of their own to the barren moon. Almost immediately upon touching down, the rebels were beset by the rakghoul horde, and several members were bitten and transformed into rakghouls themselves. A small number of the rebels escaped onto Han Solo's ship, the Millennium Falcon, while Skywalker was captured and taken to the cave where Morne had been living.

Convinced by the spirit of Karness Muur that the Jedi had abandoned her, Morne attacked Skywalker while Organa rushed to his aid. When Morne turned her lightsaber on Organa, the recently arrived Able opened fire in her defense, only to be turned into a rakghoul for his heroic efforts. Sensing the Force within both Skywalker and Organa, Muur dislodged his talisman from Morne and attempted to take a new, more maleable host. But Morne, coming to her senses, batted the talisman away from the two rebels and took the burden of the talisman back upon herself. As Morne turned her back on the two, Skywalker and Organa became the focus of Morne's legion of rakghouls, though the timely arrival of Solo and the Millennium Falcon allowed them to escape without injury. The rebels left behind the main shuttle they had used to reach the planet, and Morne decided to take it for herself; her numerous rakghouls followed her aboard and took their place as the new crew, lifting off and heading for orbit where an Imperial-class Star Destroyer awaited. Before the Imperial crew could attack the shuttle, Morne again tapped the powers of the Muur Talisman to transform those aboard into rakghouls and as she flew away into space, the Star Destroyer plummeted into the moon and exploded.

A guided weapon

\"This is ancient Sith alchemy, my lord. There is a holocron that speaks of creatures who caused a plague on ancient Taris…the festering wounds he suffered resembled the infectious bite of these 'rakghoul'. How strange. Rakghouls have been extinct for a millennia, yet one transformed Reave…\"

Darth Maladi

Once in possession of a ship, Morne found within herself a desire to explore the galaxy she had been away from for more than four thousand years. However, the desire was not her own, and in fact belonged to the spirit of Karness Muur; once Morne discovered this, she instead took her shuttle into the Deep Core with the intention of protecting the greater galaxy from the threat of Muur and the rakghouls. There she and her rakghouls would remain until 127 ABY, when her shuttle was taken aboard by the Pellaeon-class Star Destroyer, the Iron Sun. Morne believed that the Imperial ship that had captured her served the same Sith-led Empire that Darth Vader had served, and used the Muur Talisman's power to transform the entire crew of the Iron Sun into rakghouls. Over the next ten years, food on the Iron Sun ran out, and the rakghouls began to fight and cannibalize each other in order to survive.

In 137 ABY, the Iron Sun and its rakghoul crew captured another ship, the Mynock, owned by the former Jedi apprentice and Luke Skywalker's descendant, Cade Skywalker. Skywalker and his companions—Deliah Blue, Jariah Syn, along with Jedi Knights Shado Vao and Wolf Sazen, and the Imperial Knights Antares Draco, Ganner Krieg, and Azlyn Rae—began to explore the seemingly abandoned Star Destroyer, only to find the bones of dead rakghouls before being attacked by a group of still-living rakghouls. Morne was able to reassert control over the creatures and halt their attack, but not before Skywalker and Rae were infected with the rakghoul plague. Morne isolated the two from the others and informed them of their unfortunate status as victims of the rakghoul plague, promising quick deaths to Skywalker and Rae both once the transformation took hold. But Skywalker refused to accept his fate, and upon learning that the rakghoul plague was a disease created by but separate from the Force, he used his radical healing ability to cure himself and Rae, much to Morne's surprise.

Impressed by Skywalker's power, Morne vowed to aid him and his companions in their mission to kill the current Dark Lord of the Sith, Darth Krayt, and together they struck at the Imperial base on Had Abbadon. There, they engaged the Devaronian Sith Lord Darth Reave; Morne transformed Reave's stormtroopers into rakghouls that quickly turned upon their former master, and even Reave's dual lightsabers couldn't save him from being scratched before he managed to flee. Reave rushed back to the Temple of the Sith on Coruscant where he informed Darth Krayt and his Sith allies about Skywalker's presence on Had Abbadon before succumbing to the rakghoul plague, transforming into a rakghoul, and attacking Krayt. The rakghoul that had once been Reave was slain by Krayt's Hand, Darth Stryfe, and its body was looked over by the Sith scientist, Darth Maladi, who was surprised to see a rakghoul when they were believed to be extinct. A message from Celeste Morne, acting as Karness Muur and pretending to have Skywalker as her hostage, drew the Sith to Had Abbadon where they were ambushed: in addition to Skywalker, the Jedi, and the Imperial Knights, Krayt and his Sith were attacked by groups of Morne's rakghouls. The rakghouls would even defend Morne from the attack of Antares Draco, when he attempted to kill her and take the Muur Talisman for Emperor Roan Fel. The rakghouls were beaten back in large numbers by both Draco and the Sith, falling to Sith lightning and deadly lightsaber strikes, but Krayt himself was mortally wounded in a combined attack from Azlyn Rae and a Karness Muur-guided Morne. With Krayt down and the other Sith falling to the strike team, Morne turned to Skywalker with a plea to end her life before she fell completely under the sway of Muur's spirit. Skywalker acquiesced, and mercifully killed Morne with his lightsaber; with Morne dead, Muur's talisman attempted to bind itself to Skywalker, but Skywalker refused the temptation of the power Muur offered him, instead destroying the talisman with the Force, and seemingly driving the rakghouls back toward extinction.

Characteristics

\"How can they use speeders and weapons? The rakghouls on Taris are mindless!\"

\"I know the truth now, Zayne. The plague carves out and discards the targets personality—but the being's learned skills remain, waiting to be activated. So, while raks on their own serve only their hunger, the wielder of the talisman can draw upon what they were.\"

- Zayne Carrick and Celeste Morne

Hideous and possessing an appetite for flesh, Rakghouls were non-sentient, and were most commonly simple and animalistic in their behavior, with some even referring to the creatures as \"mindless\". These feral rakghouls, known also as \"lower rakghouls\", were slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looked or smelled like potential food. Though they were not a creature that held to any form of heirarchy, certain rakghouls, known to some as \"rakghoul fiends\", exhibited a manner of influence over their \"lower\" rakghoul brethren. Hardy and vicious, these rakghouls were generally believed to somehow maintain bits of their former intelligence, and would direct other rakghouls to trap and ambush prey; it was even rumored that these rakghouls could use weapons.

Rakghouls only truly reached their full potential, however, when under the power of the Muur Talisman. When a being possessed the Muur Talisman, they were able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls became more demure, and were able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities could not be restored, as all that remained in the rakghouls was an imprint of who they had once been.

The rakghoul plague

\"You said the rakghouls were caused by a plague—do you mean a disease?\"

\"Magic is the vector, but a rakghoul bite or scratch carries a disease, like a virus. It doesn't matter. There is no cure.\"

- Cade Skywalker and Celeste Morne, on the nature of the rakghoul plague.

Rakghouls were a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. But the talisman's powers did not work on all: Force-users and certain non-Human species were immune to the talisman's effects. To rectify this, Muur engineered the \"rakghoul plague\", a virus-like disease which could be spread from a rakghoul's bite or scratch. Individuals infected with this disease would later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The bodywide mutation manifested as the body would become twisted, skin pigmentation would drain and the victim would attain a whitened corpse-like state. Victims would also bleed from pores in the skin, and from places such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation laid in death.

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Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

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If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

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\"Grand Admiral Ackbar.\"

\"Grand admiral is an Imperial ranking. I, like you once did, identify as fleet admiral—but you seem to have taken the title 'Grand Admiral' for yourself.\"

- Grand Admiral Rae Sloane and Fleet Admiral Gial Ackbar

Date estabilishedPrior to the heist on Vandor
Notable Individuals
  • Mitth'raw'nuruodo
  • Balanhai Savit
  • Rae Sloane
  • Urtya
Government
  • Galactic Empire
  • Mon Cala monarchy
  • First Order
Location(s)
  • Imperial Navy
  • Mon Cala Mercantile Fleet
  • First Order Military
Position typeMilitary rank
Duties

Commanding officer of a fleet

Grand Admiral was a senior military rank in the Imperial Navy of the Galactic Empire. It was also a rank in the Mon Cala Mercantile Fleet. After the fall of the Empire, the rank was active in the First Order, a successor state of the old Imperial government.

History

\"The Emperor recently promoted me after my victory at Batonn.\"

- Grand Admiral Thrawn

The military rank of Grand Admiral was active during the Imperial Era. Shortly after the Batonn sector insurgency, Chiss Admiral Thrawn was awarded the rank of Grand Admiral by Galactic Emperor Sheev Palpatine after Thrawn's victory at Batonn. During the Lothal campaign, Balanhai Savit also had the rank of Grand Admiral, and attended a meeting with Thrawn, Grand Moff Wilhuff Tarkin, and Director Orson Callan Krennic regarding funding for the TIE Defender program and delays concerning Project Stardust. At that time, Thrawn and Savit were two of the twelve Grand Admirals serving the Empire.

During the Galactic Civil War, Mon Cala monarchy Regent Urtya served as the Grand Admiral of the Mon Cala Mercantile Fleet, which at the time was commandeered by the Galactic Empire.

Following the Battle of Endor, Rae Sloane served as Grand Admiral and commanded the remnants of the Imperial Navy. New Republic Fleet Admiral Gial Ackbar was considered a Grand Admiral by Imperial officers, although it was not an official rank utilized by the New Republic. Sloane continued to posses the rank of Grand Admiral during the time she was part of the First Order.

Description

The Imperial rank of Grand Admiral was one of the senior ranks in the entire Imperial Military, and to be given the title was seen as a great honor. A Grand Admiral was typically given command of a fleet, such as Thrawn with the Seventh Fleet and Savit with the Third Fleet.

Uniform

Unlike the traditional Imperial uniform, which generally consisted of a plain gray tunic, the Imperial Grand Admiral's uniform was white with golden epaulets. Such accessories were generally uncommon in the Imperial Military, as they seemed to put an emphasis on status above duty and humility.

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When the Grand Admiral makes a saving throw against illusions or to resist charm and fear effects, it may add its Intelligence modifier (8) to the roll.

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The Grand Admiral's techcasting ability is Intelligence (tech save DC 22, +14 to hit with tech attacks). The Grand Admiral innately knows the following tech powers: At-will: assess the situation, analyze, decryption program, detect enhancement, spot the weakness, detect invisibility, detect traps 3/day each: element of surprise, explosion, tactical advantage, ballistic shield, salvo, friendly fire, greater analyze 1/day each: contingency, find the path, tactical superiority, stun, predictive AI.

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For 1 minute, the Grand Admiral can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Grand Admiral. A creature can benefit from only one Leadership die at a time. This effect ends if the Grand Admiral is incapacitated.

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If the Grand Admiral fails a saving throw, it can choose to succeed instead.

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The Grand Admiral's ranged weapon attacks ignore half cover against targets within 15 feet of the Grand Admiral. The Grand Admiral gains a +3 bonus to attack rolls made with a pistol.

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The Grand Admiral's attack rolls cannot suffer from disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MjI1OTc5NDE0YjQz","flags":{},"name":"Tech Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/202_-_Grand_Admiral/avatar.webp","data":{"description":{"value":"

The Grand Admiral has advantage on saving throws against tech powers.

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The Grand Admiral can focus a target down with the help with an ally. Once per round, whenever a creature is attacked by someone other than the Grand Admiral, the Grand Admiral can use its reaction to make one weapon attack against them.

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.

The Grand Admiral makes three melee weapon attacks or three ranged weapon attacks.

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Ranged Weapon Attack +14, Range 40/160 ft., One target. Hit : 9 (1d8+5) energy damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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The Grand Admiral chooses a number of allies up to its Intelligence modifier (8) within 60 feet who can see or hear it. The chosen allies may then immediately use their reaction to make one weapon attack against a target of the Grand Admiral's choice. It may choose the target for each attack separately.

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The Grand Admiral can move up to its speed without provoking opportunity attacks.

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The Grand Admiral can cast an at-will power.

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The Grand Admiral makes one Heavy Pistol, Techblade, or Unarmed Strike attack.

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\"Those Tuskens walk like men, but they're vicious, mindless monsters.\"

- Cliegg Lars

Designation
Sentient
Average height1,85 meters
Average mass89 kg
Skin colorSandy brown to glossy green
Homeworld

Tatooine

LanguageTusken

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. Tusken children were called Uli-ah.

Culture

\"A moisture farm? Poor locals never stood a chance. The Sand People think all water is sacred and was promised to them.\"

- Saponza to his partner after discovering a moisture farm ravaged by Tusken Raiders

Tusken Raiders were a species native to the desert world of Tatooine. Their homeworld's harsh environment resulted in them being extremely xenophobic & territorial of their native resources, often attacking the outskirts of smaller settlements such as Anchorhead. They viewed themselves as Tatooine's locals and everyone else as trespassers. The Sand People believed that all water was sacred and promised to them, resulting in them raiding moisture farms set up by colonists. Rare water wells, such as Gafsa, were also sacred to Tuskens. An individual simply trespassing close to one of these water wells could provoke immediate violence. Additionally, Tusken Raiders harvested black melons which grew in the Jundland Wastes, providing them with a reliable source of milk.

Tusken clan groups consisted of 20 to 30 individuals, and were led by clan leaders, tribal chiefs, and warlords. The Sand People communicated in a language known as Tusken. At the age of 15, a Tusken became an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach to gain their adult role in their tribe. Tuskens inhabited encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which were guarded from intruders by vicious massiffs.

Male Tusken Raiders were the warriors of their clans, often attacking vulnerable travelers that were unfortunate enough to wander through their territory. They wielded gaderffii sticks in combat, and used Tusken Cyclers to fire on vehicles they spotted. Every Tusken warrior created their own gaderffii stick, making each one unique. Males wore rough wrappings and garments that provided protection and allowed ease of movement. Male Tuskens served as warriors, while females held a number of roles. Females could be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children, known as Uli-ah, wore unisex cowls and simple cloaks, and could not dress like males or females until they reached adulthood. All Sand People wore mouth grilles and eye coverings to retain moisture and keep sand out. However, their need to protect their bodies from Tatooine's weather grew into a taboo. Because of this, Tuskens almost never unmasked themselves in front of each other. In addition, no outsider ever saw behind a Tusken's mask and lived, and they were forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas shared a close, almost mystical bond. During warrior initiation rites, a young Tusken was given a bantha matching their own gender and learned to care for it, with the pair becoming extremely close as the youth earned a place in its clan. When Sand People married, their banthas also mated, and, should its rider die, their bantha usually perished shortly after. If a bantha died before its rider, its remains were placed in a large graveyard, which was treated with great respect by Tuskens and other banthas.

While the Tuskens were nominally hostile towards outsiders, one tribe did enter into an arrangement with the lawman Cobb Vanth, the Sheriff of Freetown. Vanth and the animal tamer Malakili secured the Tuskens' protection by supplying water and a pearl from the belly of a krayt dragon. These Tuskens also shared Vanth's hostility towards criminal elements, especially slavers. Tuskens were also known to negotiate with outsiders, as demonstrated by the bounty hunter Din Djarin earning safe passage through Tusken land in exchange for a pair of new binoculars.

The Tuskens had superstitions about various landmarks on Tatooine. For example, the Tuskens avoided Mushroom Mesa at all costs and always fired their blasters before passing through the B'Thazoshe Bridge.

History

Pre-Clone Wars

\"I…I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children too. They're like animals, and I slaughtered them like animals.\"

- Anakin Skywalker

In 32 BBY, during the Boonta Eve Classic, several Sand People camped out on Canyon Dune Turn. During the first lap, they took several shots at passing podracers with their projectile rifles. Though initially unsuccessful, on the second lap a Tusken managed to shoot down the podracer of pilot Teemto Pagalies, causing it to crash.

In 22 BBY, a month before the First Battle of Geonosis, Sand People attacked the Lars moisture farm and kidnapped Shmi Skywalker Lars, whom they imprisoned and tortured. Her son, the Jedi Padawan Anakin Skywalker, returned to Tatooine to rescue her, but after finding her in a Tusken camp, she died of her injuries. The vengeful Anakin proceeded to slaughter every nearby Tusken. Following the massacre, the Tuskens began to fear Skywalker as a vengeful desert demon, and began performing ritual sacrifices to ward him off.

Age of the Empire

In 2 BBY, while searching for Obi-Wan Kenobi, Ezra Bridger and C1-10P were ambushed by a group of Tusken Raiders, who succeeded in destroying their ship before being killed by the former Sith apprentice Darth Maul.

Galactic Civil War

\"I think we better get indoors. The Sand People are easily startled but they will soon be back, and in greater numbers.\"

- Obi-Wan Kenobi

Two years later, Anakin's son Luke was attacked by A'Koba and a group of Tuskens after venturing from the homestead to retrieve R2-D2. Fortunately, Obi-Wan Kenobi warded off the Tuskens by imitating the cry of a krayt dragon, Tatooine's deadliest predator.

Shortly after the Battle of Yavin, Anakin, now the Sith Lord Darth Vader, slaughtered a village of Tuskens prior to his meeting with bounty hunters Boba Fett and Black Krrsantan. Following the attack, a survivor showed other Tuskens the ruins of his village and the corpses of his people. These Tuskens then built a shrine to Vader and sacrificed the survivor.

Sometime after, a Tusken known as the \"Jundland General\" led his people in a series of coordinated strikes against the colonists of Tatooine. However, he and his followers were crushed by a group of mercenaries led by Saponza and his partner.

New Republic Era

\"Tusken Raiders. I heard the locals talking about this filth.\"

\"Tuskens think they're the locals. Everyone else is just trespassing.\"

\"Whatever they call themselves, they best keep their distance.\"

\"Yeah? Why don't you tell them yourself?\"

- Toro Calican and Din Djarin, about to run into some Tusken Raiders

Prior to the Battle of Jakku, the Sheriff of Freetown Cobb Vanth struck a deal with local Tusken Raiders to protect his settlement from criminal elements. In return for protecting Freetown, the Tusken tribe received water and a pearl from the belly of a Krayt dragon. Like Vanth's community, the Tuskens despised criminals particularly slavers. When the Red Key Raiders under crime lord Lorgan Movellan captured Freetown, the Tusken tribe ambushed the criminals and liberated the town.

In 9 ABY, the Mandalorian Din Djarin reluctantly teamed up with rookie bounty hunter, Toro Calican. The two set out on speeder bikes across the Dune Sea to capture the rogue assassin Fennec Shand. On their way to the target, they encountered some Tusken Raiders. The Mandalorian negotiated through sign language to allow them safe passage through their land. The Tuskens allowed this, in exchange for the rookie bounty hunter's binoculars, which Djarin willingly gave to them in spite of Calican's objection.

In 34 ABY, during his self-imposed exile on Ahch-To, the Jedi Master Luke Skywalker had a dream where he ignored Princess Leia Organa's message and never joined the rebellion. In his dream, two decades had passed since any Tusken Raider had been seen on his side of Anchorhead and that nothing was left of them except for bones. Luke noted that for some reason it made him feel sad.

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage

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Ranged Weapon Attack +3, Range 150/600 ft., One target. Hit : 6 (1d10+1) kinetic damage

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\"Remember what you were saying about 'worse than destroyers?' I think we're looking at them.\"

Anakin Skywalker, to Obi-Wan Kenobi and referring to MagnaGuards

ManufacturerHolowan Mechanicals
Class
  • Bodyguard droid
  • Battle droid
Height1,95 meters
Mass123 kg
GenderMasculine programming
Sensor colorRed

The IG-100 MagnaGuard, also known as the Self-Motivating Heuristically Programmed Combat Droid, was an advanced type of battle droid that was used during the Clone Wars as bodyguards of General Grievous, as per Count Dooku's order, as well as being specialized infantry on the battlefield. After the InterGalactic Banking Clan secured Grievous's services as an enforcer, they refused to hire his Kaleesh, and thus the cyborg general demanded a cadre of \"more intelligent battle droids\" to serve him. The construction of the MagnaGuards was then commissioned for Grievous's service, though the Jedi-killing droids were also occasionally employed to escort Count Dooku himself.

Appearance and characteristics

\"I saw an Intel report on this. I think they are Grievous's personal bodyguard droids. Prototypes built to his specifications. To fight Jedi.\"

- Anakin Skywalker, to Obi-Wan Kenobi

Constructed by Holowan Mechanicals, MagnaGuards were roughly two meters tall, with a humanoid body shape, but possessed a far-superior mechanical anatomy. This allowed for superhuman acrobatics, speed, and combat ability. Their internal systems were furnished with advanced combat learning programs, which, compared to most of the droids utilized by the Confederacy of Independent Systems, allowed the MagnaGuards to adapt to a highly diverse variety of tasks. These tasks ranged from melee and ranged combat to starfighter control. The faces of the MagnaGuards featured two red photoreceptor \"eyes,\" which were complemented by a backup system mounted on the chest. The droid's weapon of choice was the lightsaber-resistant electrostaff, and wore cloaks and head wraps similar to the garments of Grievous's old Izvoshra elite during the general's time as a Kaleesh warlord. They were known to sport Mumuu markings on their cloaks matching those on Grievous' mask. Several models of the IG-100 existed, superficially denoted by color—black, alabaster, blue, and the rare gray were all spotted throughout the war. Each model had a specific programming, training, and thus specialty. These droids were part of the same Holowan Mechanicals series as the later IG-88 line. MagnaGuards were also capable of speech and were programmed to taunt their opponents in a low growling Basic. Aside from Human speech, they appeared to occasionally use an audible form of droid language. When in distress, such as when pinned to the ground, they also make yelping sounds.

Hardiness

MagnaGuards were fully optimized to battle and kill Jedi. This was due to not only their impeccable melee functionality but also their capability to withstand a massive loss of structural integrity before total system failure, as well as their inability to feel pain. Even after decapitation, or bisection, they could continue to effectively engage a target. The only sure way to destroy a MagnaGuard would be to stab them in the chest. In addition, they were partly plated with strong duranium armor making it very hard for even a Jedi to destroy the droid.

Training

\"The age of the Jedi is over.\"

- An unknown MagnaGuard

General Grievous was given the bodyguards even though he was very impatient with droids due to their many limitations such as limited artificial intelligence. Count Dooku then commissioned Holowan Mechanicals to develop a cutting-edge warrior droid that would meet Grievous's standards. Upon activation, Grievous destroyed all the MagnaGuards present, venting his frustration at being treated as a droid. Grievous then personally trained the rest of his bodyguards in the seven classic styles of lightsaber combat so that they could effectively engage and then kill Jedi. Grievous would not allow any repairs to be made to the droids, believing that their numerous scrapes and battle scars made them more intimidating to enemies. Grievous engaged his bodyguards in practice fights as part of training, often damaging them in the process.

History

\"What in the galaxy was that?\"

- RC-1262, upon first sighting an IG-100

Clone Wars

The droids were first used in combat during the Battle of Parein II 4, where one of Grievous's MagnaGuards killed the Jedi Sannen by thrusting its electrostaff through his throat. The MagnaGuards soon proved to be formidable, capable of taking on Jedi and clone troopers with ease, and were regarded as being even more daunting than droidekas by some. Despite their many strengths however, they were by no means invulnerable as Boba Fett managed to momentarily incapacitate one with an ion stunner during the Second Battle of Xagobah, though the bounty hunter was ultimately defeated and left for dead by Grievous himself. Along with their combat duties, General Grievous eventually began using MagnaGuards to do his dirty work, such as when they were used to torture Jedi Master Koth on Saleucami.

The MagnaGuards also played a role during Anakin Skywalker and Ahsoka Tano's mission to Tatooine, they were attacked in the exosphere by several MagnaGuards piloting Rogue-class starfighters. After destroying the droids and reaching the surface of the planet, Ahsoka Tano fought and destroyed three more MagnaGuards, while Anakin fought off Count Dooku.

During a mission to destroy a CIS listening post near Ruusan, Anakin Skywalker battled several MagnaGuards that were preventing R2-D2 from being rescued.

MagnaGuards were present at Grievous's castle on Vassek's third moon. Upon Grievous's return to his castle, he discovered his force of elite MagnaGuards had mysteriously been deactivated. When Count Dooku alerted him of the infiltration of his castle by Jedi Master Kit Fisto and his former apprentice, Nahdar Vebb, Grievous realized Dooku himself had deactivated his guards to see if Grievous was adept in handling the Jedi by himself, as Grievous had recently suffered a chain of defeats. During this mission, one MagnaGuard was sent to destroy the Nu-class attack shuttle with a rocket launcher, while another squad was sent to destroy Kit Fisto's Jedi starfighter. However, Fisto's astromech droid managed to personally pilot the ship to safety. Meanwhile, Nahdar Vebb, who was already in the Castle, managed to destroy Grievous's entire escort of droids, only to be killed by Grievous himself.

The bounty hunter, Cad Bane, while under contract with the CIS, was given several MagnaGuards for use in capturing keeper of the kyber memory crystal, Jedi Master Bolla Ropal. One stood sentry as Cad Bane tortured the Jedi to death, afterward using its staff to crudely check for any vital response from the dead Rodian.

The droids were often employed to capture or kill Jedi, such as during the capture of Jedi Master Eeth Koth over Saleucami. The droids aided the General in getting the upper hand on Koth, surrounding the Jedi and slowly wearing him down with electrostaff strikes. Once Koth was captured, the droids tortured the Jedi in a transmission sent to the Jedi Temple on Coruscant. However, they were unaware that the Zabrak was still cognizant, resisting their torture, and sending a coded hand signal to alert the Jedi to his location. Dooku also used MagnaGuards in subduing Skywalker during a skirmish on Naboo. Dooku and the MagnaGuards were able to capture Skywalker in order to do prisoner exchange for General Grievous. Two of these droids fought Skywalker and Kenobi atop STAPs on Utapau. The droids were also used during the Battle of Boz Pity, under Dooku. During the battle, two of them distracted Mace Windu long enough for the Count to make his escape, and one of them almost killed Asajj Ventress with a blaster under Dooku's orders.

Delta Squad was forced to fight several MagnaGuards on Kashyyyk during their rescue of the Wookiee chieftain Tarfful. The clone commandos managed to destroy the droids with great difficulty.

Near the end of the war, MagnaGuards assisted Grievous in the kidnapping of Supreme Chancellor Palpatine during the Battle of Coruscant. Shaak Ti faced off dozens of MagnaGuards with difficulty before they retreated, alerting her to the Chancellor's danger. This led to a rescue mission, in which Anakin Skywalker and Obi-Wan Kenobi fought two of the droids on the bridge of General Grievous's command ship, the Invisible Hand, before rescuing the Chancellor. Kenobi beheaded his opponent, only to find himself engaging a still-functioning headless droid. Skywalker managed to bisect the second droid as Kenobi finished the first off.

Kenobi also faced four MagnaGuards on Utapau shortly before his fight with Grievous. He incapacitated three of them immediately upon using the Force to drop a large block of metal upon them. The fourth was partly pinned under the block, and then decapitated by Kenobi.

Post-Clone Wars

Following the massacre of the Separatist Council by Darth Vader, under Darth Sidious's orders, all IG-100 MagnaGuards were deactivated. However, the Geonosian Gizor Dellso would later reactivate and use IG-100 MagnaGuards as infantry in his personal army. At least a decade later, two MagnaGuards were reactivated by the Galactic Empire for use as N-K Necrosis's bodyguards, and re-designated as NK-3s. In addition, a delivery was made for a TK-555 bobble-head, a battlefield diorama, and blueprints for the IG-100 MagnaGuards. The bureaucrat Narp Pilyev owned two MagnaGuards and used them as security guards, to protect his apartment on Coruscant. Aside from these examples, other persons of note occasionally employed them as guards and henchmen. Many IG-100s were commissioned at the end of The Clone Wars which was part of the reason that there were enough IG-100s to create a private army.

Weapons and equipment

Armaments

Grievous's bodyguards notably wielded high-quality phrik alloy electrostaffs, blunt energy weapons which emitted a visible, pink, electromagnetic pulse on each end. The lightsaber-resistant nature of phrik allowed the MagnaGuards to effectively deflect and attack a Jedi's lightsaber. This, coupled with the specialized combat mechanics of the droids, made them a dangerous enemy, even to those skilled in the Force. Despite their specialization in electrostaffs, the on-board combat systems of the MagnaGuard, coupled with human like hands allowed them to be trained to operate a vast array of available weapons in addition to much more specialized armaments. Depending on the time and necessity, MagnaGuards were known to use blaster rifles, grenades, rocket launchers, remote-controlled drones, and lethally irradiating weapons as well as regular melee weapons.

On-board utilities

Along with their weapons, the droids made use of many gadgets, such as built-in tow-cables, a personal cloaking device, and magnetized limbs. At least one MagnaGuard was known to have the ability to extend its arm many times its usual length. Another tool was a violent self destruct sequence, used if the system was still functional after severe damage. This was utilized by MagnaGuards who were encountered by clone commando squad Delta on Kashyyyk. In addition, these particular droids could fire pairs of small seeking missiles from internal magazines in their back plating.

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The droid adds 3 to its AC against one melee attack that would hit it. To do so, the droid must see the attacker and be wielding a melee weapon.

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The MagnaGuard makes two electrostaff attacks.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 7 (1d6+4) energy damage

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\"He is a wound in the Force, more presence than flesh, and in his wake life dies, sacrificing itself to his hunger.\"

- Visas Marr to the Jedi Exile

Sith Triumvirate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.


The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Nihilus, Lord of Hunger

Little was known of Darth Nihilus's history. He was most likely a Jedi during the Mandalorian Wars, who had followed Revan to war. Nevertheless, he ended up fighting at Malachor V. One of the battle's few survivors, he was stranded in orbit around the planet. His high Force potential and power were demonstrated when he tore his new flagship, Ravager from the gravity well. The ship was barely space-worthy, severely damaged by Mandalorian artillery. It also contained a crew, drained of all life and emotion by its captain. Nihilus came upon the Trayus Academy at some time, seeking training from Traya. He received it, sharing equal prestige with another student, Darth Sion. During his time at the academy, he learned how to drain the Force, create wounds in it, and use Kreia's echoes to his advantage. Eventually, his training and abilities made him into a shell of his former self, a wound in the Force, corrupting those around him. Nihilus was different from other Sith in that he never sought to rule the galaxy or to create a new order; his purpose was to destroy all life everywhere in order to satisfy his hunger.

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The sith gains 10 (3d6) temporary hit points whenever a creature dies within 20 feet of it.

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Enemies have disadvantage on death saving throws while within 30 feet of the sith devourer.

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If the sith devourer takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. The sith cannot use this ability again until after a short or long rest.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MTJmNWVhZGEyNzBi","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

The sith devourer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The sith knows the following force powers:

At-will: affect mind, denounce, force push/pull, necrotic

charge, saber reflect

1st-level: battle precognition, force body, hex, sap vitality

2nd-level: darkness, drain vitality, phasewalk

3rd-level: choke, dark aura, force lightning, sever force

4th-level: force immunity, shocking shield, shroud of darkness

5th-level: improved force scream, improved phasewalk,

telekinesis

6th-level: crush, force chain lightning, improved force

immunity

7th-level: force lightning cone, ruin

8th-level: death field

9th-level: kill

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZGUyMmUwMGY4YTA1","flags":{},"name":"Force Detection","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

The Sith can sense the presence and direction of a cast force power within 120 ft.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzQ4MjQ0ZmM5OWJk","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

The Sith has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MGNlMWI0NDUwMWVk","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

If the sith fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZjI2MzUzZjA0YWYy","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

While the sith is wearing no armor or shield, its AC includes its Consitution modifier.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MmNiN2RjMmFlYmEw","flags":{},"name":"Rebuke of Annihilation","type":"feat","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

When the sith devourer takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the sith.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NjUyYjJlOGRmNDE4","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage.

The sith makes three lightsaber attacks. It can replace one attack with a drain life attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZDc2Y2I1OWMxYzg5","flags":{},"name":"Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"NmMxMTc1ZTY3MzQ5","flags":{},"name":"Drain Life","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/398_-_Sith_Devourer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 19 (4d6+5) necrotic damage.

The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and the sith regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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.

The sith devourer draws all force energy in a 30-foot radius toward it. Every creature of the sith’s choosing in the affected area takes 18 (4d6+5) necrotic damage, or half damage with a successful DC 20 Constitution saving throw and the sith glutton gains hit points equal to half the damage taken.

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.

The Sith Devourer casts an at-will power.

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.

The Sith Devourer uses its drain life action.

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.

The Sith Devourer disrupts the flow of the force in a radius centered on itself. Until the start of the glutton’s next turn, no creature within 30 feet of it can regain hit points.

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.

The Sith makes a deadly sonic attack. Each creature within 20 feet of the sith must succeed on a DC 20 Constitution saving throw or be stunned until the end of the sith’s next turn.

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\"Observation: This cave is infested with shyracks, a species of easy-to-kill winged pests. They shall prove useful for testing my blaster accuracy ratio.\"

- HK-47

DesignationNon-sentient
Habitat

Caves

Homeworld
Korriban

Shyracks were large, bat-like avian creatures with razor like teeth native to the caves of Korriban.

Biology and appearance

These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks were potentially dangerous pests, especially when they converged as a flock on an intruder. They were native to the Shyrack cave of Korriban and were natural rivals to the feared Tuk'ata.

History

Revan encountered numerous shyracks while exploring the tombs in the Valley of the Dark Lords, where he helped rescue rebellious Sith students who fled the academy into the caves after refusing to kill Dreshdae civilians.

Meetra Surik discovered the tomb of Ludo Kressh within the very same cave, albeit deeper and farther into the mountain than Revan ventured.

By the time of the Cold War, they were still a dominant species inside the tombs now developed into various types.

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The Shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} +{"_id":"c1T0KhBRNlZDeDxE","name":"TX-225 Occupier Tank","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":23,"proficient":1,"min":3,"mod":6,"save":9,"prof":3,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"armor plating"},"hp":{"value":85,"min":0,"max":85,"temp":0,"tempmax":0,"formula":"9d8+45"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":85,"min":0,"max":85},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"
Manufacturer

Rothana Heavy Engineering

ClassGround assault vehicle
Cost45.000 credits
Length7,30 meters
Height/Depth1,82 meters

The TX-225 GAVw \"Occupier\" combat assault tank, also known as the TX-225A Occupier tank, or simply the Imperial combat assault tank, was a track-propelled ground assault vehicle used by the Galactic Empire, and operated by a commander and two pilots. The tank had great maneuverability in tight quarters, such as the streets of occupied cities. Its laser cannons could devastate enemy troops, and the powerful engines could transport heavy payloads.

History

In 0 BBY, Imperial combat assault tanks were deployed to the Holy City of Jedha during the Empire's occupation of the desert moon to transport kyber crystals. Several of Saw Gerrera's Partisans destroyed one combat assault tank and stole all of the kyber crystals that were being held on the cargo bed.

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

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The outer layer of the tank is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the tank takes no damage from that attack. If the tank takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The tank requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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The tank's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

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.

The tank makes two laser cannon attacks

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 15 (2d10+4) energy damage

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The tank launches a barrage of cannon fire at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) energy damage on a failed save, or half as much damage on a successful one.

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.

Each creature of the tank's choice that is within 80 feet of the tank and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tank's Frightful Presence for the next 24 hours.

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Mole serpents were burrowing predators native to the Kathol sector. They dwelt almost entirely underground and ranged from 10-28 meters long. One such creature escaped into the deserts of Tatooine. The creatures are the natural predators of the Tirginni beasts.

HomeworldKathol sector
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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d8+9) kinetic damage.

If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the mole serpent. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mole serpent, and it takes 14 (4d6) acid damage at the start of each of the mole serpent's turns. If the mole serpent takes 25 damage or more on a single turn from a creature inside it, the mole serpent must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mole serpent. If the mole serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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\"Nothing beats gizka, though, when it comes to being a true pest.\"

- Dexter Jettster

DistinctionsReproduced every few days
Homeworld
  • Possibly Lehon
  • Manaan (immigrated)

Gizka were small reptiles that could be found all across the galaxy.

Biology and appearance

\"Humansssss...taste like gizka.\"

- Anonymous Trandoshan

Whatever their native world, their extraordinary reproduction rate led to a fair amount of gizka on many worlds, even including uncharted planets such as Lehon, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited, as they commonly ate electrical wiring.

They were the source for the delicacy gizka steak. Some species of sentient carnivores, like Trandoshans, seemed to think that gizka were one of those kinds of animals that \"everything tastes like.\"

History

The Ebon Hawk once played host to a temporary colony of gizka, in an incident involving mishandled cargo, an Aqualish and a Tatooine shipping company.

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The gizka can't use its blindsight while deafened.

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The gizka's long jump is up to 10 feet and its high jump is up to 5 ft., with or without a running start.

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Melee Weapon Attack +0, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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DesignationNon-sentient
Average height1,75 meters
Average lifespan90 standard years
Homeworld

Tatooine

HabitatDesert

Eopies were quadruped herbivores native to the planet Tatooine. These tough creatures were acclimated to their homeworld's endless deserts, and as a result were domesticated by the planet's inhabitants. They often worked as transports or beast of burden, though they were often bad-tempered and stubborn, and could break wind if their load was too heavy. Eopies were observed to exhibit flatulence. As such, when riding a caravan of eopies, it was recommended to always ride on the foremost animal.

Eopies were also found on the planet Saleucami, and the desert moon Zardossa Stix, as well as in the forests and jungles near the Black Spire Ruins of Batuu.

On some planets, eopie was served as a delicacy. Power Sliders, a small diner located in a small settlement on the remote world of Abafar, had eopie stew on its menu.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Average height5-19 meters
Average mass1.650 kilograms (5 meter specimen)
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor deals double damage to objects and structures.

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The rancor makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

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Melee Weapon Attack +10, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 19 (2d12+6) kinetic damage.

If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

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Ranged Weapon Attack +10, Range 60/240 ft., One target. Hit : 25 (3d12+6) kinetic damage

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The rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 21 (6d6) acid damage at the start of each of the rancor's turns. If the rancor takes 25 damage or more on a single turn from a creature inside it, the Rancor must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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When the engineer casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

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The engineer is a 7th-level tech-caster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points.

The engineer knows the following tech powers:

At-will: acid splash, jet of flame, cryogenic burst,

electroshock

1st-level: smoke cloud, homing rockets, overload

2nd-level: magnetic field, acid dart, scorching ray

3rd-level: explosion, tactical advantage, kolto cloud

4th-level: cryogenic storm

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 3 (1d4+1) energy damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ODFiZDUzOWU0ZjUz","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NmEyNTIyNWUwMWI4","flags":{},"name":"Sole Leader (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/368_-_Combat_Engineer/avatar.webp","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000}]} +{"_id":"cX1DcIA4ap34BOXH","name":"**Imperial Knight Squire","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered battle armor"},"hp":{"value":64,"min":0,"max":64,"temp":0,"tempmax":0,"formula":"8d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":64,"min":0,"max":64},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 17","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"per":{"value":0,"ability":"cha","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","token":{"flags":{},"name":"Imperial Knight Squire","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"cX1DcIA4ap34BOXH","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":64,"max":64},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"MTQ3MDk3NjdiMzQ2","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

The Imperial Knight Squire's Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, 15 force points).

It knows the following Force

Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force jump, force throw, phase strike

2nd level: animate weapon, phase walk, rescue

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NmU4Yjc2OTJhMTJm","flags":{},"name":"Praetoria Vonil","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

The Imperial Knight Squire attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTVjODMyNGM3NGM5","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

The Imperial Knight Squire adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Squire must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NGJhMTI1YjhkNWQy","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Squire can see attacks a target other than the Imperial Knight Squire that is within 5 feet of the Imperial Knight Squire, the Imperial Knight Squire can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YjAzNjA1MWE5MWNm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Imperial Knight Squire makes two attacks with its Martial lightsaber.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MWNiNDk1YTU5M2E5","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/315_-_Imperial_Knight_Squire/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) energy damage plus 4 (1d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+4","energy"],["1d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"cZTiNvVy2YaWpZz4","name":"**Imperial Knight","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"powered battle armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid (human)","environment":"","cr":8,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":3900},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 18","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","token":{"flags":{},"name":"Imperial Knight","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"cZTiNvVy2YaWpZz4","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":91,"max":91},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"YWI4ZGZlMWEyOTU4","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/316_-_Imperial_Knight/avatar.webp","data":{"description":{"value":"

The Imperial Knight's Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks, 30 force points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1 level: burst of speed, force jump, force throw, tremor,

phasestrike

2nd level: animate weapon, phase walk, rescue

3rd level: convulsion, knight speed, server force, telekinetic

storm

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The Imperial Knight attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included).

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The Imperial Knight adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight can see attacks a target other than the Imperial Knight that is within 5 feet of the Imperial Knight, the Imperial Knight can use its reaction to impose disadvantage on the attack roll.

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The Imperial Knight makes two attacks with its Martial lightsaber.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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The gundark deals double damage to objects and structures.

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The gundark has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The gundark makes two attacks with its claws. It then makes one bite attack or one pummel attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage.

The target is grappled (escape DC 15) if that claw isn't already grappling a creature. Until the grapple ends, the creature is restrained.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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The monster makes one claw attack against a creature it is grappling. The the attack hits, the monster takes the claw's damage.

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Semi-sentient

Tree

Ithor

Carnivorous

The Vesuvague tree, also known as the Vesuvague Hanging Tree, was a carnivorous, semi-sentient, red-barked tree from the planet of Ithor. It was one of a number of intelligent plants from the world, a category of which included the Bafforr tree.

The vesuvague tree, though rooted in the earth, was able to detect and move itself towards motion by sensing air vibrations in its leaves and ground vibrations in its roots. In order to catch its prey, it used its quickly growing vines and roots, capable of extending multiple meters in mere seconds, to seize, strangle, and crush its food. Once a creature was dead, the tree would bury its vines and roots inside of its prey, and slowly feed off of its bodily fluids.

The tree could be trained to respond to simple commands, much like a pet, and could understand words by using its leaves to sense the vibrations and patterns of spoken languages.

Predatory vesuvague trees were kept at the south end of Gardulla the Hutt's pleasure garden within her Tatooine palace, located near the Dune Sea. The garden's many denizens and forced tourists would observe, not without horror, how the tree's limbs would suddenly drop and attempt to strangle, more often successfully than not, unwary passersby—captive beings that Gardulla constrained to enter the garden for her own and others' perverse entertainment.

Momaw Nadon planted a vesuvague tree in his secret garden in the mountains south of Mos Eisley on Tatooine. It acted as a watchdog for the site, and its reputation warded off stormtroopers and local police. The grove also concealed a secret chamber for hiding local Rebels.

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The vesuvague tree may make two constrict attacks per turn.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 9 (1d8+5) kinetic damage.

If the target is a Large or smaller creature is Grappled (escape DC 16).

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 9 (1d12+3) kinetic damage

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On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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The Sith Assassin's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

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The Sith Assassin is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith

Assassin knows the following force powers:

At-will: saber reflect, shock, force push/pull, psychic charge,

mind trick

1st level: battle precognition, phase strike, hex, force mask,

wound

2nd level: dark shear, force camouflage, darkness, phase

walk

3rd level: dark aura, knight speed, sever force, choke

4th level: shroud of darkness, improved force camouflage

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When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

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.

The Sith Assassin makes two saberwhip attacks.

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Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 7 (1d4+5) energy damage plus 4 (1d8) energy damage

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Sith Mastermind casts on of his at will powers.

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.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

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.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

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Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

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\"Service, Fealty, Fidelity.\"

- Imperial Navy Trooper credo

Organization type

  • Soldier
  • Trooper
Sub-group(s)
  • Death Star Troopers
  • Gate officers
Date founded19 BBY
AffiliationGalactic Empire (Imperial Navy)

Imperial Navy troopers, also known as Naval Troopers, were soldiers in the Galactic Empire who were assigned by the Imperial Navy as part of Imperial Fleet Regiments to serve as guards, military police and soldiers onboard its many Star Destroyers and other installations, such as the Death Star.

Overview

Members of the Alliance Special Forces believed that the Imperial Navy troopers were considered a joke and that such soldiers rarely ever expected to enter into combat engagements. While this was the opinion of SpecForce members, this was not entirely true as Navy troopers tended to be both well equipped and adequately trained for their tasks. In addition, they did see combat but tended to lack the edge that blooded troops got from their engagements. Vessels and installations that were located in more remote regions tended to rely more on their Navy troopers. In some cases, such as those units stationed in the Outer Rim Territories, the Navy soldiers had gained enough experience to be a credible threat to their enemies. However, in general, Imperial Navy troopers were not considered a challenge to members of the Rebel Alliance's SpecOps.

These men backed up stormtroopers and were created to provide the Imperial Navy a corps of troops separate from the Imperial Army and the Stormtrooper Corps for protection of their ships. After the initial boarding operations were conducted by Stormtroopers, Imperial Navy troopers often moved in to conduct mop up actions. However, Crix Madine, a former Imperial soldier-turned Rebel General, indicated that the naval troopers are more likely to be encountered during a boarding action.

Besides serving the Galactic Empire as soldiers and security guards, they handled hangar control traffic, monitored sensor arrays, and performed various other duties. They guarded the main conference room on the Death Stars and both arrested and escorted prisoners to their cells.

The Death Star troopers were the first to wear the distinctive black protective helmet and black uniform that soon spread to the other Imperial Navy trooper units. Their primary weapon was either a DH-17 blaster pistol or an E-11 blaster rifle.

History

During the Imperial Period, low-ranking Navy troopers piloted and monitored the orbital climate control mirrors around Coruscant. This was known as \"riding the mirrors\" and was considered the loneliest as well as most tedious assignment at the Galactic Capital.

During the Galactic Civil War, Grand Moff Wilhuff Tarkin selected the most highly trained elite Navy troopers in order to form a special detachment known as the Death Star troopers. These soldiers were the best and brightest within the Empire and were stationed on the Death Star I and the Death Star II.

Some were selected to serve in the Imperial Navy Special Forces.

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.

The Navy Trooper makes two blaster carbine attacks.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 5 (1d6+2) energy damage

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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The Jedi can add its ability modifier to the damage of its two-weapon fighting attack.

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The Jedi's attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

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The Jedi Temple Guard is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points).

The Jedi Healer knows the following force

powers:

At-will: saber reflect, turbulance, force push/pull,force

disarm, sonic charge, burst

1st level: slow descent, battle precognition, phase strike,

force throw

2nd level: stun, phase walk

3rd level: telekinetic storm, knight speed, sever force, force

repulse

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MGIwMmUwMjBiNDRk","flags":{},"name":"Double Bladed Strike","type":"feat","img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","data":{"description":{"value":"

The Jedi can attack with both blades when making an opportunity attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MGNiOGEzOTRiYzJi","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When the Jedi makes three doublesaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"M2Y5MTIyNzE1MjM2","flags":{},"name":"Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/334_-_Jedi_Knight_2C_Temple_Guard/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"dIezCt8o9dUTHHEg","name":"Dark Side Spirit","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":17,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":""},"hp":{"value":40,"min":0,"max":40,"temp":0,"tempmax":0,"formula":"9d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":30,"units":"ft","hover":true},"prof":3,"powerdc":11,"bar1":{"value":40,"min":0,"max":40},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

","public":""},"alignment":"Neutral Dark","species":"","type":"undead","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["cold","necrotic","poison"],"custom":""},"dr":{"value":["acid","fire"],"custom":"Sonic, Kinetic"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","poisoned","prone","restrained","exhaustion"],"custom":""},"senses":"darkvision 60 ft., passive Perception 15","languages":{"value":[],"custom":"The Languages It Knew In Life"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","token":{"flags":{},"name":"Dark Side Spirit","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"dIezCt8o9dUTHHEg","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":40,"max":40},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDQ0YWUyMGQ2MmQz","flags":{},"name":"Incorporeal Movement","type":"feat","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"Mzc5Mzg2NjJmZmUx","flags":{},"name":"Maddening Touch","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 17 (4d6+3) psychic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+3","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"Y2UzZmQ4OWNiYWZm","flags":{},"name":"Whispers of Madness","type":"feat","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

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The spirit chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the spirit's choice that the spirit can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZTZjNDk2MDMwM2M4","flags":{},"name":"Howling Babble (Recharge 6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/265_-_Dark_Side_Spirit/avatar.webp","data":{"description":{"value":"

.

Each creature within 30 feet of the spirit that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000}]} +{"_id":"dcL6Qi4bhvcj7q9q","name":"BB Series Astromech Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor plating"},"hp":{"value":14,"min":0,"max":14,"temp":0,"tempmax":0,"formula":"4d6"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":14,"min":0,"max":14},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"He's a BB unit. One of a kind. Orange and white. Utterly unique and utterly invaluable.\"

- Poe Dameron on BB-8

ManufacturerIndustrial Automaton
ClassAstromech droid
Degree2nd class droid
Height
0,67 meters
Weight18 kg
Sensor colorBlack

The BB-series astromech droid, often referred to as a BB unit, was a model of astromech droid manufactured by Industrial Automaton and active during the era of the cold war, featuring a spherical body that allowed the droid to roll in any direction, with a head usually atop the body but not meant to be permanently physically attached to it (which would inhibit the droid's ability to roll around). Like earlier astromechs, the BB unit could fit into the droid socket of a starfighter. One notable BB unit was BB-8, owned by Poe Dameron, who assisted with the recovery of a map to Luke Skywalker.

Description

\"It's a BB unit with a selenium drive and thermal hyperscan vindicator, internal self-correcting gyroscopic propulsion system, optics corrected to—\"

- Rey, to Kylo Ren, regarding BB-8

The BB-series was a model of astromech droid. Powered by a selenium drive, these droids had an internal orbiculate motor that allowed their spherical bodies to roll across a variety of terrain, keeping their domed heads fixed on top with magnetic casters. Rather than keeping the head tethered by a single contact point, wireless telemetry allowed the two sections of the droid to communicate. The internal gyroscopic propulsion system was self-correcting, and surface sensors on the spherical body allowed the droid to travel across uneven environments such as deserts, with the benefit of its shell being sealed from dust contamination. For areas that proved too difficult for the orbiculate motor to traverse, BB units were equipped with compressed liquid cable launchers that could tether and reel the droid in to hard-to-reach spots. As the droid's body faced in all directions at all times, it needed only to accelerate rather than turn. The BB's dense shell featured six swappable circular tool-bay disks that could be fitted with numerous forms of equipment, such as a magnetic-tipped bolt-spinner.

The droid's domed head was composed of a lightweight cranial frame featuring a large, round primary photoreceptor and a smaller articulated holoprojector array. The droid's sensors featured advanced calibrated synthetic optics. Transmitter and receiver antennae extended from the top of the head, and data ports were located above a band of stainless inoxium girding the bottom of the dome. The head could be dislodged from the body given significant force, but could quickly reattach itself with the magnetic casters.

BB units possessed a dedicated, goal-focused personality, and were protected by self-preservation protocols. However, it was known for some experienced droids to create strong loyalty subprograms that saw them enter into dangerous situations in order to assist their masters and owners. The droids communicated via droidspeak variants of the most common astromech language. BB units also possessed a thermal hyperscan vindicator.

History

\"That BB unit. The First Order is looking for one just like it.\"

- Bala-Tik

Manufactured by Industrial Automaton, the BB-series was an evolution of ball-shaped droids used near the end of the Galactic Civil War, such as prototype therapy droids like QT-9, who saw service assisting New Republic veterans on Hosnian Prime following the Battle of Endor. This knee-high droid rolled on a blue-and-gold body with a square head balanced on top.

The BB-series saw service during the latter years of the New Republic, and some were utilized by General Leia Organa's Resistance. This unit was considered a new-model astromech as of the time of the attack on Tuanul in 34 ABY. Like the older and larger astromech models that preceded it, the BB unit was compatible with the astromech socket of starfighters such as the T-70 X-wing starfighter, and was equipped to control on-board flight and power distribution systems. BB-8 served as the trusty companion of Resistance pilot Poe Dameron, who fostered deep respect for his droid companion and kept BB-8's systems and components up-to-date and well maintained. Although the droid's self-preservation protocols made the droid somewhat skittish and easily frightened, his experiences created a strong loyalty subprogram that caused BB-8 to follow Dameron into numerous dangerous situations.

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

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight. Tech Casting. The astromech is a 3rd level tech caster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers. At Will: jet of flame, mending, minor hologram, on/off 1st Level: decryption program, expeditious retreat, hologram, repair droid, target lock 2nd Level: translocate, motivator boost

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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\"One shot, one kill.\"

―Anonymous clone sniper

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Clone snipers, also known as clone sharpshooters, were a specialized variant of clone troopers who served in the Grand Army of the Republic during the Clone Wars.

History

Unlike the snipers in any traditional army, called from the best shooters, all clone troopers of the Grand Army of the Republic possessed the same eyesight, accuracy, steadiness and patience. However, the sharpshooters received special flash training teaching them the intricacies of being good snipers. The troopers were clones of the Human male bounty hunter Jango Fett[6] who were born on the Wild Space planet Kamino in 32 BBY. They were part of the Galactic Republic's Grand Army. Their training allowed snipers to wait and shoot enemies one at a time.

Their main mission designation was to eliminate Separatist battle droid infantry from a distance to provide cover fire for other infantry units, while also using their recon droids to carry out short-range reconnaissance. Phase I clone snipers were recognizable by maroon armor markings. The sharpshooters fought on a number of battlefronts throughout the Clone Wars, and the 501st Legion had their own snipers, as did Green Company. After the establishment of the Galactic Empire in 19 BBY, the Grand Army of the Republic was dissolved and its assets folded into the new Imperial Military.

Equipment

Clone sharpshooters were equipped with specialized DC-15x sniper rifles (or for late Phase II clones, a different unidentified sniper rifle), DC-15Ss, R-1 recon droids or autoturrets, and V-1 thermal detonators. Their armor was lightweight and suited the sharpshooter perfectly in heavy combat.

For general information about troopers, see Trooper

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The sniper trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Ranged Weapon Attack +4, Range 150/600 ft., One target. Hit : 8 (1d12+2) energy damage.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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\"These are automated agents of evil!\"

- Plo Koon rallying clone troopers on Geonosis

ManufacturerTechno Union
ClassDroid tank
Cost49.000 credits
Length10,96 meters
Height/depth6,2 meters (7,5 meters with control receiver)
Mass14.400 kg

The NR-N99 Persuader-class droid enforcer, colloquially known as the Corporate Alliance tank droid, CAD and the snail tank, was a tank droid constructed by the Corporate Alliance at first to silence its opposers and later to combat the Grand Army of the Republic.

Description

The tank droid was a six-meter tall automaton with a huge, central drive motor for locomotion supported by four small outrigger wheels. It could also roll on its single traction drive tread. The tank droid was also equipped with a pair of large outrigger arms connected to either side of the drive motor which could be armed with almost any weapon. The Persuader-class's front featured several sensors above its twin photoreceptor eyes. Because of its forward drive motor, the tank droid was not an especially maneuverable vehicle and was very easy to engage when being flanked. To compensate for this, the tanks deployed in tightly packed waves, forming a wall of armor. At a speed of 60 kilometers per hour, the tank had no trouble ramming through walls and mowing down obstacles in its way. Civilians particularly feared the NR-N99 because unlike the IG-227 Hailfire-class droid tank and OG-9 homing spider droid, which would generally avoid civilian targets, the tank droid would simply crush everything in its path with merciless precision.

History

Before the Clone Wars, the tank droid was deployed by the Corporate Alliance against Outer Rim worlds that opposed its development plans or protested against its unfair business practices. It was one of the contributions of the Corporate Alliance to the droid armies of the Confederacy of Independent Systems.

During the Clone Wars, the droid enforcers were equipped with conventional ion cannons and heavy repeating blaster cannons. For special missions, these could be replaced by concussion missile launchers, homing missiles, dumbfire torpedoes, and thermal grenade launchers.

The tank droids were used to accompany larger vehicles such as the Hailfire-class droid tank or OG-9 homing spider droid. In most battles, a pair of NR-N99s would work together to protect a homing spider droid, though three droid tanks were required to adequately defend a Hailfire-class droid tank. The droid enforcer, with its huge central wheel, could also crush to death any unfortunate enemy soldier that got into its path. The Corporate Alliance installed voice modulators into the Persuader-class late in the Clone Wars. A few variants were lucky enough to have passenger space replaced with defensive laser cannon turrets to help destroy enemies if it should be flanked.

The Corporate Alliance tank droids participated in the First Battle of Geonosis, and many other battles during the Clone Wars, such as the Battle of Thule in the Dark Reaper Crisis, although they were lesser used than other Separatist armor. NR-N99s also participated in the Battle of Malastare, but, like every other droid alongside them, were neutralized by the Republic's Electro-proton bomb. Many were deployed at the Battle of Kashyyyk, where, in the role of spearheading an armored assault, they formed the bulk of the Separatist mechanized forces. Towards the end of the Clone Wars, the NR-N99's saw action at the battle at Cato Neimoidia.

The tanks were deployed during a Trandoshan/Confederacy of Independent Systems attack on Kashyyyk and participated in the Rebellion on Felucia.

Following the execution of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, all NR-N99 droid enforcers were de-activated.

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

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

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.

The droid tank makes one crushing stride attack, one heavy repeating blaster attack and one ion cannon attack.

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Ranged Weapon Attack +6, Range 150/300 ft., One target. Hit : 27 (4d10+5) ion damage

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Ranged Weapon Attack +6, Range 120/240 ft., One target. Hit : 27 (4d10+5) energy damage

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.

The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a failed save, the creature falls prone and takes 36 (8d8) kinetic damage. On a successful save, the creature takes half damage and is pushed 5 feet to the nearest space out of the droid's path.If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

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.

The droid moves up to its speed in a straight line towards a structure or construct target. A structure or construct whose space the droid ends its turn adjacent must make a DC 18 Strength saving throw. On a failed save, the structure or construct takes 70 (10d12 + 5) kinetic damage. On a successful save, the droid and the structure or construct both take half damage.

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\"What's a rathtar?\"

\"You want the scientific description? They're big and dangerous and ugly.\"

- Rey and Han Solo

DesignationNon-sentient
Average height1,68 to 1,74 meters
Average mass650 kilograms
Skin color

Red

Eye ColorPuce
Distinctions
  • Green blood
  • Numerous eyes
  • Numerous tentacles
Homeworld

Twon Ketee

Habitat
Swamps
Diet

Carnivorous

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar, were involved in an incident known as the Trillia Massacre. They shared common ancestry with the sarlacc, blixus and vixus.

Biology and appearance

\"Rathtars are among the most dangerous creatures in the galaxy. Hungry. Vicious. Relentless.\"

- Darth Maul's thoughts while battling a rathtar

Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principal feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor-sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.

A smaller subspecies of rathtar found on Trillia was known as the dwarf rathtar.

Rathtars in the galaxy

\"You're not hauling rathtars on this freighter, are you?\"

\"I'm hauling rathtars.\"

- Finn and Han Solo

The biological study of rathtars was extremely rare due to the beasts' dangerous nature.[8] Although capturing even one rathtar was considered a near impossibility, the creatures were targeted by hunters and collectors. More often than not, however, those who hunted rathtars typically ended up being the hunted. They were notably prized by those who amassed live biological specimens, such as King Prana and his rival, Regent Solculvis of the Mol'leaj system.

Rathtars were found on Twon Ketee, where they were hunted by a team employed by a big-game hunter during the last decades of the Galactic Republic. The group, led by an alien hunter, encountered a rathtar in the swamps, which used its tentacles to slam the hunters into hard surfaces before devouring them. The massacre was observed by the Sith Lord Darth Maul, who attacked the rathtar with an ax. He defeated the beast, only to recall the creatures were pack hunters, and faced off against two more of the monsters. Maul sated his bloodlust by killing both, dropping a tree on the last, and departed the planet to report back to his Sith Master, Darth Sidious.

Prior to his involvement with the Dragon Void Run, Han Solo attempted to steal a newly hatched rathtar belonging to the alien Dorae, who intended to use the creature to pay off important individuals. The beast attempted to eat Solo, causing his Wookiee First Mate Chewbacca to kill it. Dorae, unable to pay her debts, lost her protection and suffered greatly. She tracked down Solo and Chewbacca during the Galactic Civil War, hoping to exact revenge for her woes.

At some point before the Cold war, rathtars were involved in an unspeakably vile and depraved incident that came to be known as the Trillia Massacre, in which many beings were killed and eaten by the creatures. Thirty years after the Battle of Endor, Han Solo transported three rathtars aboard his Baleen-class heavy freighter, the Eravana, though getting the creatures aboard cost Solo most of his crew. Solo was transporting the creatures to a collector, King Prana, who he said was in competition with the regent of the Mol'leaj system. When Han, Chewbacca, and BB-8 were confronted by Kanjiklub and the Guavian Death Gang, Rey and Finn were below the deck, listening. When it seemed like Han was in trouble, Rey proposed they close the blast doors on either side of Han and Chewie by resetting the fuses. Rey unfortunately tinkered with the wrong set of fuses, unleashing the rathtars, whose horrible cries echoed throughout the freighter. Just as the combined gangsters of Kanjiklub and the Guavian Death Gang were about to kill Han and Chewie, both groups were suddenly attacked from behind by two of the rathtars, while the third chased Finn and Rey throughout the ship. Finn was grabbed by a rathtar and almost killed, but Rey saved him by closing a door on the tentacle holding Finn.

When Rey, Finn, and Solo boarded the Millennium Falcon to escape, a rathtar attached itself to the cockpit window, trying to bite through it. The Falcon entered hyperspace while the rathtar was still clinging to the ship, and was ripped apart by the extreme acceleration, leaving smears on the window. A number of rathtars survived aboard the Eravana, and King Prana ultimately learned of the incident, unhappy at being denied his prizes.

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The rathar's movement speed is not reduced while moving with a grappled creature.

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.

The rathtar can use its Consume and then make four flailing arm attacks. Alternatively, the rathtar can make four attacks: two with its grasping tentacles and then two with its bite.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage.

The target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 14 (4d6) acid damage at the start of each of the rathtar's turns. The rathtar's gullet can hold only one Large creature or up to two Medium or smaller creatures inside it at a time. If the rathtar takes 20 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target is grappled (escape DC 16) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has ten arms and can have up to four creatures grappled at a time.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"MjAyYWQxZmRjYWRm","flags":{},"name":"Consume","type":"feat","img":"systems/sw5e/packs/Icons/monsters/107_-_Rathtar/avatar.webp","data":{"description":{"value":"

.

The rathtar moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. The first time the rathar enters a creature's space, the rathtar can make bite attack against that creature. If the attack misses, the creature is pushed 5 feet back or to the side of the rathtar, takes 9 (2d8) kinetic damage, and is knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjMwNTM0NTgxNWMx","flags":{},"name":"Grasping Tentacles","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/107_-_Rathtar/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 15 ft., One target. Hit : 12 (2d6+5) kinetic damage.

If the target is a Medium or smaller creature, it must also make a DC 17 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the rathtar. The rathtar has two grasping tentacles.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"dt1EjGEusnZ9mWLC","name":"IG-227 Hailfire-Class Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":9,"prof":5,"saveBonus":0,"checkBonus":0},"con":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":1,"min":3,"mod":0,"save":5,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":1,"proficient":1,"min":3,"mod":-5,"save":0,"prof":5,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"armor plating"},"hp":{"value":168,"min":0,"max":168,"temp":0,"tempmax":0,"formula":"16d12+64"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":168,"min":0,"max":168},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"Hoop-wheeled tanks roared past the droids, stirring up clouds of red dust.\"

- Bultar Swan

ManufacturerHaor Chall Engineering
ClassWheeled droid tank
Cost60.000 credits
Length8,5 meters
Height8,5 meters
Sensor colorRed
Plating colorBrown and silver

The IG-227 Hailfire-class droid tank, also known simply as the hailfire droid, wheel droid, or simply Hailfires, was a model of droid tank manufactured by Haor Chall Engineering that was used by the InterGalactic Banking Clan and Confederacy of Independent Systems during the Clone Wars as well as the Alliance to Restore the Republic during the Galactic Civil War.

Description

\"Twin laser blasters mounted under the IG-227's chin gave it a fighting chance to get back to its base and reload for another barrage.\"

- The B1 battle droid R0-GR

Able to roll rapidly into action, the IG-227 Hailfire-class droid tank was an armored missile platform easily identified by its treaded, hoop-like drive wheels 8.5 meters in diameter capable of moving it at intimidating speeds that was best used to destroy enemy vehicles. Also known as wheel droids due to their maneuverability and speedy drive systems, their light armor plating, brown and silver in color, made them fast at the cost of making them vulnerable to infantry attacks. Their red photoreceptor \"eye\" could lock on to both land and air targets at impressive distances, greatly improving the range of their missiles.

Hailfire droids were equipped with two racks of missile launcher pods on either side of their heads, each carrying 15 guided missile warheads that left behind a trail of black exhaust when fired. These projectiles were effective against stationary or slow-moving targets on terrain where blaster weapons were unusable due to a lack of clear lines of sight, with a single warhead being capable of destroying an Low Altitude Assault Transport/infantry or an All Terrain Tactical Enforcer. The missiles were most effective at ranges less than a kilometer and followed deliberately swerving, evasive trajectories, and when they were depleted, a hailfire droid was forced to rely upon its twin chin-mounted blasters.

History

Manufactured by Haor Chall Engineering, the hailfire droid was originally commissioned for construction by the InterGalactic Banking Clan prior to the Clone Wars for the intended purpose of debt collection in the IG-series battle droid army. During the Separatist Crisis, the Muunilinst Banking Clan donated its hailfire droids to the Confederacy of Independent Systems, which fought as part of the Separatist Droid Army during the First Battle of Geonosis, the opening battle of the Clone Wars in the year 22 BBY. 4,100 units were deployed by Techno Union Hardcell-class interstellar transports, and continued to see use as one of the most common CIS vehicles until at least nine months into the conflict.

During the war, hailfire droids were given blue coloring, the color commonly used on Separatist equipment, and hailfires were used in a battle on Murkhana. However, despite its powerful prescience on the battlefield, the hailfire droid's use was short-lived because it carried a limited amount of missiles, and it was soon replaced by the NR-N99 Persuader-class droid enforcer. Despite this, General Grievous' flagship, the Invisible Hand, had hailfire droids were among four hundred and forty other vehicles stowed during the Battle of Coruscant in 19 BBY. A major corridor on the ship was wide enough for a hailfire droid. During the Galactic Civil War fought decades later, hailfire droids were adapted by Alliance to Restore the Republic to feature weaponry capable of destroying turrets as well as vehicles. The Rebellion also retrofitted some for increased effectiveness in sub-zero temperatures.

The Z-Gomot Ternbuell Guppat Corporation's TSMEU-6 personal wheel bike was an offshoot of the hailfire droid.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":14,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":11500},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"darkvision 120 ft., passive Perception 10","languages":{"value":[],"custom":"Binary, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"per":{"value":0,"ability":"cha","bonus":0,"mod":-5,"passive":5,"prof":0,"total":-5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","token":{"flags":{},"name":"IG-227 Hailfire-Class Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"dt1EjGEusnZ9mWLC","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":168,"max":168},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NDQ1ZDRlYTY1YTIy","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

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

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.

The droid tank makes two medium laser cannon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZGU0NmNhYWM0Nzcx","flags":{},"name":"Crushing Stride","type":"feat","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

.

The droid tank moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid tank enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the droid tank's path . On a failed save, the creature falls prone and takes 28 (8d6) kinetic damage. If the droid tank remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid tank. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NWYyODg0MWFmMGIy","flags":{},"name":"Medium Laser Cannon","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 100/400 ft., One target. Hit : 20 (3d10+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"NjFkOWI3OWM5Mzcx","flags":{},"name":"Missile Launchers (10/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/179_-_IG-227_Hailfire-Class_Droid/avatar.webp","data":{"description":{"value":"

.

The droid tank launches three missiles at points within 240 feet of it that it can see. Each creature within a 10-foot radius sphere of each point must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire and 21 (6d6) kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 21 (6d6) fire and 21 (6d6) kinetic damage if they fail the save by 10 or more.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000}]} +{"_id":"e4ym0T89Zi0b4gvg","name":"Ghest","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"14","min":0,"formula":"natural armor"},"hp":{"value":104,"min":0,"max":104,"temp":0,"tempmax":0,"formula":"11d12+33"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":60,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":104,"min":0,"max":104},"bar2":{"value":14,"min":0,"max":0}},"details":{"biography":{"value":"

\"Can we shoot it?\"

\"Yes. But it is notoriously difficult to get off a lethal shot before a ghest bites you in half.\"

―Luke Skywalker and Taneetch Soonta — Quote-audio Listen (file info)

Skin colorGreen
Eye colorPale
Distinctions
  • Serpentine body
  • Pale, round eyes
  • Sharp teeth
Homeworld
Rodia
HabitatJungle Swamps
Diet
  • Birds
  • Herbivores

Ghests were a predatory serpentine species native to the jungle swamps of the planet Rodia. With long, green bodies; claws; and sharp teeth, they preferred to ambush prey on swamp shorelines by pouncing on them from the water, rarely if ever hunting on land. Ghests were occasionally hunted by teams of the sentient Rodian species native to their homeworld, although the hunting parties usually sustained casualties, and the practice had become less common by the time of the Galactic Civil War. The Jedi Luke Skywalker and the Rodian Taneetch Soonta encountered and killed a ghest on Rodia while trying to visit the mausoleum of the Jedi Knight Huulik.

Biology and appearance

\"They're large creatures that like to move quietly in the water before erupting to pluck food off the shorelines, especially herbivores and birds, and we just flew down from the sky to land at the shore—\"

―Taneetch Soonta describes ghests, before being cut off as one attacks

Ghests were a large species of predator native to the planet Rodia. They were capable of movement on land and in water, though their speed was far greater in the latter. Ghests possessed a long serpentine body covered in green scales and had powerful arms ending in clawed hands with four digits. Their heads included a mouth full of sharp teeth and two pale, round eyes. Ghests were strong enough to toss speeder bikes short distances with their arms. They were capable of roaring and hissing.

Behavior

\"It's technically possible but highly doubtful. Ghests are much slower on land and perceive that as a weakness. They prefer the quick strike.\"

―Taneetch Soonta expresses her doubt about being attacked by a ghest on land

Ghests' prey usually consisted of birds and herbivores. The creatures lived in the jungle swamps of their homeworld, Rodia. When hunting, ghests preferred to ambush their prey by moving quietly through the murky swamp water before striking at creatures on the shore. They rarely hunted on land, as they were far slower out of water and perceived such slowness as a weakness, preferring to strike quickly. Ghests were intelligent enough to learn from their mistakes, knowing not to attack targets that they had already found inedible. When frustrated, ghests would roar. They were capable of hibernating for extended periods of time.

History

A dangerous prey

\"They are not hunted so often as they used to be, but when they are, they are hunted in teams, and those teams often return with a dead ghest and at least one dead Rodian.\"

―Taneetch Soonta

The sentient Rodian species of Rodia hunted ghests in teams, although by the time of the Galactic Civil War between the Galactic Empire and the Alliance to Restore the Republic, ghest hunts had become less frequent. Hunters faced notorious difficulty in getting a kill shot on a ghest before the creature bit them in half, resulting in many ghest-hunting parties sustaining at least one casualty. At least one ghest ended up as a specimen in the Shadow Stacks collection of the Graf Archive on the moon Orchis 2. One student hoping to become an archivist examined the ghest under the belief that it was mummified but realized he was in danger when it turned out to have simply been hibernating.

Hunting at Huulik's mausoleum

\"Your odds of ensuring the ghest has to eat a lightsaber before it eats you are pretty good.\"

―Taneetch Soonta encourages Luke Skywalker to slay a ghest

Shortly after the Battle of Yavin, the Jedi Luke Skywalker and the Rodian Taneetch Soonta encountered a ghest in the jungles of Rodia while trying to visit the mausoleum of Soonta's uncle Huulik, who had served as a Jedi Knight during the Clone Wars. The pair landed on a swamp shoreline near the mausoleum on a pair of speeder bikes, one of which the ghest pounced upon after the travelers had dismounted. The beast lifted the vehicle and bit down upon its steering vanes before realizing it could not eat the bike, which caused it to roar in anger and hurl the speeder into a nearby rock shelf. With the bike destroyed, the ghest stared and hissed at Skywalker and Soonta before retreating to the water.

The two then made their way to the mausoleum, where Soonta recovered Huulik's lightsaber from her uncle's sarcophagus and gifted it to Skywalker, who had revealed he wished to become a Jedi Knight. Upon Soonta's encouragement, Skywalker returned as bait to the water's edge with both his own and Huulik's lightsaber drawn. After a moment of waiting, Skywalker questioned if the beast had simply left, but the ghest pounced immediately after from the Jedi's left. Skywalker swung one of his sabers at the predator and decapitated it, but not before its teeth had sunk into his shoulder. After the separated head was removed from Skywalker's shoulder, Soonta captured images of its corpse and the destroyed bike before the pair left the jungle so that Skywalker could get to an infirmary.

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

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The ghest can hold its breath for 30 minutes.

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The ghest can make two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 21 (3d10+5) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the ghest can't bite another target.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage

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The ghest makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the ghest, and it takes 10 (3d6) acid damage at the start of each of the ghest's turns. The ghest can have only one target swallowed at a time. If the ghest takes 25 damage or more on a single turn from a creature inside it, the ghest must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the ghest. If the ghest dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"Ah, these pit droids. You gotta tell 'em what to do every minute!\"

- Watto

ManufacturerServ-O-Droid
ClassMaintenance droid
Degree2nd degree droid
Width1,19 meters
Mass35 kg
GenderMasculine programming
Sensor colorBlack

A DUM-series pit droid, or simply called a pit droid, was a droid manufactured by Serv-O-Droid, Inc. and constructed in large quantities on Cyrillia by the native Cyrillians for use in labor, repair and light construction. They were also associated with repairing podracers at podracing events.

Characteristics

Pit droids stood at a relatively diminutive 1.19 meters tall and came in many different colors. Their most remarkable feature was their immense strength, able to carry objects many times their own size or weight. This enabled them to repair automata such as Podracers at a remarkable pace. Their skeletal design and long, thin limbs were dwarfed by their broad-flared, dome-shaped heads. In the center of their head was a large, round photoreceptor equipped with multi-spectrum scanners. The photoreceptor could detect microscopic damage in metals and other solids.

The DUM-series worked best in large groups, and had built-in comm systems that allowed them to communicate with those in their unit. The antenna on their disk shaped heads served to transmit directions to other droids, allowing a group of droids to collaborate on a project more efficiently and thereby expediting its completion. Their immense strength would make a malfunctioning (or unattended) unit extremely hazardous, possibly resulting in significant damage. The most hazardous of these was a damaged ON/OFF button, the risk of which caused many owners to keep ion blaster on hand as a precautionary measure. If a unit was past the brink of repair they would need to be disposed of, almost always resulting in the disintegration of the unfortunate droid.

Pit droids could compress themselves into a compact, box-shaped package. A tap on their photorecepter would signal them to return to their upright position, and vice-versa. There were also launchers specifically made to automatically decompress and release individual pit droids, one at a time.

History

Mass-produced by Serv-O-Droid, Inc. in factories on Cyrillia, the DUM-series droids were commonly used in garages across the galaxy during the days of the Galactic Republic. In production for several decades, the DUM-series garnered criticism in the press due to their reputation as poorly programmed. Clumsy and hapless, the droids were cheaply made and often were recycled rather than repaired. Despite the criticism, the DUM-series droids were capable within their narrow range of abilities.

While being much maligned in the press, the droids were popular in the Outer Rim, even during the Galactic Civil War. They had seen much use on Tatooine in Watto's Shop and at the Boonta Eve Classic working on podracers, though a handful were also purchased by Aneesa Dym to make repairs to her ship, the Dusty Duck. When Jar Jar Binks visited Watto's Shop in 32 BBY, he accidentally activated a dormant pit droid, although he quickly turned it off when Anakin Skywalker informed him to hit it in the nose.

During the Boonta Eve Classic of 32 BBY while the racer Ody Mandrell had his pod in a pit-stop, a single DUM-series pit droid was sucked into the engine and thrown out the opposite end of the engine. The droid \"survived,\" (even letting out a cheer of excitement) but Ody's engine did not, costing him the race. Pit droids would also be used to scavenge any reusable rubble from podracers that had blown apart. This action could be quite hazardous, as the droids were likely to be destroyed by functional podracers that were still running the course; the low cost of an individual unit made the loss of a single droid worth the risk.

In 22 BBY, the first year of the Clone Wars, several pit droids assisted Corporate Alliance Magistrate Passel Argente on unloading much of the Magistrate's treasure in Lessu, the capital city of Ryloth. Another pit droid, WAC-47, was assigned to D-Squad, after serving Commander Neyo of the 91st Mobile Reconnaissance Corps, which was formed to steal a Separatist encryption module during a mission.

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

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The droid comes with proficiency in three tools, chosen when it is crafted.

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While you are interfaced with this droid via the tracker droid interface tech power, whenever you make an ability check using tools with which the droid is also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

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The droid counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.

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The first time the droid would drop to zero hit points, the droid can instead remain at one hit point and temporarily deactivate and fold up into a tougher, immobile form. While turtled, the droid has an AC of 14, and is considered paralyzed. The creature interfaced with this droid can use a bonus action to restore this droid to it's unturtled condition.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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As an action, the droid can expend one use of a repair kit to restore 2d4+2 hit points to a droid or construct within 5 feet.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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The trandoshan deals an extra 3 (1d6) damage when it hits with a melee weapon attack (included in the attacks).

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When the trandoshan reduces a creature to 0 hit points with a melee attack on its turn, it can immediately move up to half its speed and make a vibrosword attack.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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The trandoshan makes three attacks with its sword or slugthrower.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 7 (1d8+3) kinetic damage

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.

The trandoshan sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking 7 (1d8 + 3) kinetic damage on a failed save, or half as much on a successful one.

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\"They're the most heavily armored ground vehicles in the Imperial Army.\"

\"...so what you're saying is that you have a thorough knowledge of just how screwed we are.\"

- Thane Kyrell and Yendor, just before the Battle of Hoth

Manufacturer
  • Kuat Drive Yards
  • Kuat-Entralla Drive Yards
  • Imperial Department of Military Research
  • Imperial Robotics Construction Facility Ice Station beta 
ClassCombat walker
Length20 meters
Height22,5 meters
Cargo capacity1 ton

The All Terrain Armored Transport (AT-AT) was a four-legged combat walker used by the ground forces of the Galactic Empire, and the First Order. With the Imperial-class Star Destroyer, stormtroopers and the TIE fighter, it was one of the most famous symbols of the Empire's military might.

Models

Early model

This model was used against the early rebellion.

Later model

This model was used during the Galactic Civil War.

Elite AT-AT

This was a more heavily armored variant with a darker color scheme.

First Order AT-AT

This was an updated version of the AT-AT used by the First Order.

History

Age of the Empire

\"I heard of these. Imperial armored transports. Giant four-legged things that were used to keep the peace on conquered worlds.\"

- Scoggan, to Davjan Igo upon entering the ruins of an AT-AT

The AT-AT walker was developed during the Clone Wars and used in the Imperial Army, the ground forces of the Galactic Empire. It was the successor of the All Terrain Tactical Enforcer that also saw use during the Clone Wars, although it constituted a far more imposing example of walker technology. Heavily armored and awe-inducing, the AT-AT positioned itself as the standard of Imperial firepower on the battlefield.

In 14 BBY, the Jedi Padawan Cal Kestis hijacked one AT-AT on the planet Kashyyyk.

In 4 BBY, the Imperial Security Bureau Agent Kallus led three early AT-AT walkers on an assault on the desert planet of Seelos against the Spectres and three retired clone officers aboard an AT-TE.

AT-ATs were used again in 3 BBY against the Spectres, when Princess Leia Organa arrived on the planet to give the Ghost's crew three Sphyrna-class corvettes. Two walkers were deployed to patrol the transports' landing platform, which were formally on Lothal to offer supplies to citizens impacted by the rebel efforts. When the rebels tried to steal the corvettes, the Ghost started firing on the AT-ATs. Four proton torpedos were not powerful enough to destroy one of the walkers, and it was necessary for Kanan Jarrus to use his lightsaber to cut its legs, toppling it. The second one was knocked down by the engines of the last Hammerhead, piloted by Ryder Azadi.

In 2 BBY, Lieutenant Yogar Lyste deployed two AT-AT walkers, Walker 271 and Walker 414, to combat an attack on the east gate of the Imperial Armory Complex by members of the Lothal resistance led by Ryzder Azadi. The rebels Kanan, Ezra Bridger, and Chopper escaped in the stolen AT-DP Walker 216. However, Grand Admiral Thrawn realized that the rebels had hijacked the AT-DP walker and ordered his AT-ATs to crush them. One of the AT-AT walkers proceeded to crush the AT-DP under its heavy body but the rebels managed to use their lightsabers to cut their way aboard. Morad Sumar also fired a rocket which hit one of the walker's legs. After knocking out the AT-AT pilots, the two climbed out and escaped with Ryder's cell into the wilderness.

Thrawn then deployed four of these during the battle on Atollon. Jedi survivor Kanan Jarrus then destroyed one with his lightsaber. The Bendu then destroyed two of the AT-AT walkers. However, the last one shot Bendu down from the sky.

Galactic Civil War

\"That armor's too strong for blasters. Rogue group, use your harpoons and tow cables. Go for the legs; it might be our only chance of stopping them.\"

- Luke Skywalker, during the Battle of Hoth

Around the time of the Battle of Yavin, a new AT-AT model was introduced. At this time, the Alliance to Restore the Republic stole a number of AT-ATs and provided them to Saponza's Gang.

During the Rebel assault on the Imperial weapons factory moon of Cymoon 1, a group of Rebels led by Han Solo and Leia Organa stole an AT-AT from Weapons Factory Alpha. They used the walker to escape from the factory after they sabotaged its main power core to explode. During their escape, Solo fired a shot that nearly killed the Sith Lord Darth Vader, using the AT-AT's powerful quad laser cannons. Soon after, Vader managed to overtake the Rebels in their escape and cut down the massive walker's back left leg. The AT-AT fell tremendously and its passengers barely escaped the wreckage before fleeing Cymoon 1 entirely for the safety of the Alliance Fleet.

Battle of Hoth

During the Battle of Hoth, General Maximillian Veers led a squadron of at least five AT-ATs on the icy fields of Hoth to knock out the shield generator that protected Echo Base, the Rebel headquarters. The triumph of Veers' squadron allowed the Imperials to invade Echo Base and rout the Rebels, striking a major blow in the war. However, the battle also revealed that the AT-ATs could be toppled by a cable wrapped around their legs. Although that weakness had been used effectively by the Alliance on Hoth, the Empire continued to use these mechanical behemoths in the later stages of the war, and at least 1 was present on Endor prior to the Battle of Endor.

Shortly after the battle of Endor, the rogue agents of Inferno Squad Iden Versio and Del Meeko used an AT-AT in order to escape Vardos, during Operation: Cinder. In 5 ABY, at least one AT-AT walker was stationed at Camp Sardo on the planet Kashyyyk. During the Liberation of Kashyyyk, several Wookiee guerrilla fighters, including Kirratha, hijacked the AT-AT walker and threw out the crew. Later, AT-ATs were deployed against New Republic forces during the Battle of Jakku.

Rise of the First Order

Decades after the war, a young scavenger named Rey used one of the downed AT-ATs, designated Hellhound Two, as her home on Jakku.

The First Order used an updated version of the AT-AT as an escort to its newer AT-M6s.

","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":19,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":22000},"source":"Roll 20","race":"","class":""},"traits":{"size":"grg","di":{"value":["poison","necrotic"],"custom":""},"dr":{"value":["psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["poisoned","frightened","petrified","restrained","stunned","prone","blinded","charmed"],"custom":"Incapacitated, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":8,"passive":18,"prof":0,"total":8},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","token":{"flags":{},"name":"AT-AT","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/token.webp","tint":null,"width":4,"height":4,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":20,"brightSight":20,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"fHeFFnIr1asPW619","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":330,"max":330},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Y2I4YmVmMDQ1ZjY0","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YjMxZTQxYjgzZGM1","flags":{},"name":"Heavy Durasteel Armor","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The outer layer of the AT-AT is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 30 points, the AT-AT takes no damage from that attack. If the AT-AT takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTA0YzM3NjQwZWJk","flags":{},"name":"Piloted","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZWU3MTJlZWU1ZmVk","flags":{},"name":"Towering","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

Creatures of Large size or smaller can stand in the AT-AT's space.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZDAzMDBjNGM4YTI1","flags":{},"name":"Troop Transport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The AT-AT can transport a maximum of 40 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-AT.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NWFlZjM2NTRkNmU1","flags":{},"name":"Vulnerable Interior","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

The AT-AT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"OGQxNjAwOWZjMTEw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The AT-AT can use its Frightful Presence. It then makes three attacks: one with its laser cannon volley and two with its medium repeaters.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZTYyMTc5NDFhYjRh","flags":{},"name":"Laser Cannon Volley","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

The AT-AT chooses a point within 320 ft and lets loose a blast from each of its heavy laser cannons that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 16 Dexterity saving throw, taking 54 (12d8) energy damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZjE4NWVmYzc0Y2Iy","flags":{},"name":"Medium Repeaters","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 240/360 ft., One target. Hit : 22 (4d10) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":240,"long":360,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"ZmE1NmEwYmVmMTE4","flags":{},"name":"Stomp","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

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All creatures standing within the AT-AT's space or within 5ft of it must make a DC 20 Dexterity saving throw, taking 78 (12d12) kinetic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OWM3OTMxNWRhYjRl","flags":{},"name":"Frightful Presence","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

Each creature of the AT-AT's choice within 240 feet of the AT-AT and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-AT's Frightful Presence for 24 hours.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"NTEwNWUxMDNlODlj","flags":{},"name":"Stomp","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

.

The AT-AT makes a stomp attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZjUxNmM0OGI2ZmNh","flags":{},"name":"Repeating Blasters","type":"feat","img":"systems/sw5e/packs/Icons/monsters/145_-_AT-AT/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 240/360 ft., One target. Hit : 22 (4d10) energy damage.

The AT-AT makes a single attack with its medium repeaters.

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.

The AT-AT mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers and 1 74-Z speeder bike. These troops appear in any unoccupied spaces within 10 feet of the AT-AT.

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DesignationNon-sentient
ClassificationAmphibian
Skin color

Brownish-white

Eye colorYellow
Distinctions

10- centimeter-thick skin

Homeworld
Metellos
Habitat
Sewage
Diet

Carnivorous

The steep were a species of non-sentient amphibians native to the planet Metellos. Possessing ten-centimeter-thick skin, they dwelt in the sewage-filled seas of the planet, bobbing on the surface of the waters. At night, the carnivorous steeps wandered the alleyways of Metellos' settlements, searching for children to eat.

Biology and appearance

Steeps stood on four spindly legs, each of which ended with a webbed foot, and were capable of walking on land. The carnivorous amphibians were protected by a tough, rubbery hide of ten-centimeter-thick, brownish-white skin. Although their heads were large, their brains were small. A steep's mouth stretched from one side of the head to the other, with two eyes located on purple stalks protruding from the tops of their heads. Similarly purple-colored growths extended down the backs of the species.

Behavior

Designated as non-sentient, steeps were known for their lack of intelligence and, when fighting an adversary, would continue attacking relentlessly until they themselves had been killed. Steeps were named after their habit of \"steeping\" themselves in the sewage-filled waters of their homeworld Metellos' seas. The amphibians were frequently seen floating on the surface of the water. Steeps were known to roam down Metellean alleyways at night seeking children, whom they swallowed as food.

History

Steeps were native to the Core Worlds planet of Metellos, discovered prior to the formation of the Galactic Republic. The sewage that built up in the seas as the planet was urbanized gave steeps a suitable habitat, while the increasingly dense population provided an ample food source.

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The steep can breathe air and water.

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At the start of its turn, the steep can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage.

The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the steep can't bite another target.

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DesignationNon-sentient
Average height0,5 - 1,2 meters
Distinctions
  • Bipedalism
  • Pointed tail
  • Horn-like appendages
Homeworld
Tatooine
Habitat
City outskirts

The scurrier was a rodent native to Tatooine, and was considered a pest by the locals of Mos Eisley, Mos Espa and Mos Gamos. Scurriers had horns on their heads. Those of a male were thick and curved, while those of a female were thin and straight.

Characteristics

Scurriers were small omnivores with an appetite for garbage. They would scavenge in trash heaps in search of food and material for their nests. They were known to find their way aboard docked freighters and transports, thus propagating the scurrier population across the galaxy; they were even found on stations like Outland Transit Station. Worse, scurriers had a penchant for picking apart machinery, a trait that was hardly welcome on a cargo- or passenger-filled transport.

Apart from this dangerous habit, scurriers posed only a marginal threat to sentients. Though they would fiercely defend their territory, scurriers usually fled at the first sign of danger (say, a passing landspeeder), able only to call upon a high-pitched squeak and a painful bite to use against advancing predators like anoobas and womp rats. Their bite sometimes carried an unusual disease known as Scurrier Disease. In spite of this, scurrier tips were a Hutt delicacy, referred to as \"scuzzi spits\" in their language.

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The scurrier has advantage on Wisdom (Perception) checks that rely on smell.

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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ManufacturerColicoid Creation Nest
ClassBattle droid
Height1,83 meters
Sensor colorRed

The grapple droideka, or Melee Destroyer Droid, was an early variation of the Trade Federation droideka, developed as the ultimate melee unit, and was unit used during their Invasion of Naboo in 32 BBY. A trio guarded a Royal Naboo Security Forces pilot in the Theed Royal Palace. The Melee Destroyer Droid was tougher than the standard droidekas but utilized weaker shields. The primary weapon of the grapple droideka (known simply as the \"droideka,\" at the time) was its lethal mechanical claws. This model was similar to the P-series droidekas, which used deadly repeating blasters to more efficiently eliminate opponents and carried stronger deflector shield generators.

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

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As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

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The destroyer droid adds 2 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

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The destroyer droid makes two weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage.

The target is grappled.

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The destroyer droid tears apart a grappled opponent. A grappled creature must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6+4) kinetic damage and is stunned until the end of the destroyer droids' next turn. On a success, the creature takes normal weapon damage.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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As a bonus action, the trandoshan can take the Dash and Hide actions on each of his turns.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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If the trandoshan fails a saving throw, it can choose to succeed instead.

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As a bonus action, the trandoshan can switch the firing mode of his mortar gun between a blaster and a grenade launcher.

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The trandoshan can roll his next ranged attack with advantage.

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The trandoshan regains 15 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan's ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls.

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As a reaction when the trandoshan takes at least 20 damage from a melee attack, it can move up to its speed without provoking opportunity attacks. Additionally, if it's Dioxus Grenade ability is available the trandoshan can choose to drop a grenade where it was before its movement. The dioxus grenade detonates after the trandoshan has completed his movement.

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.

The trandoshan makes three claw attacks. Alternatively, it can make two ranged attacks with its mortar gun (blaster form only).

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 13 (2d6+6) kinetic damage

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Ranged Weapon Attack +9, Range 100/400 ft., One target. Hit : 14 (1d12+8) energy damage

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Ranged Weapon Attack +9, Range 30/60 ft., One target. Hit : 13 (1d10+8) kinetic damage.

Hit or miss, the target and every creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage.

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.

The trandoshan throws a dioxus grenade, choosing a point within 45 ft., exploding in a 15 feet sphere. The fog lasts 1 round and the area is heavily obscured. When a creature enters the poison's area or starts its turn there, that creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned.

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.

The trandoshan uses its Dioxus Grenade action. If it is unavailable, the trandoshan can roll to try and recharge it, using the grenade upon a successful recharge.

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.

The trandoshan makes one mortar gun attack.

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The trandoshan can move up to its speed without provoking opportunity attacks.

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\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Yorik-Kul, or surge-coral in Galactic Basic Standard, is\nan organic device used by the Yuuzhan Vong and\nimplanted into slaves, which then allow the slave to\nreceive mental commands from a yammosk or a\ndhuryam. This, however, comes at a cost, since the\nwearers will eventually lose their sentience and\nbecome mindless beings. Slaves that have lost their\nminds are used as cannon fodder to absorb blaster re\non the battleeld. Surge-coral also causes its wearers\nto grow thin and vanish in the Force. Eventually, the\nShapers developed surge-coral that is less detrimental\nto the slaves, which only causes pain instead of turning\nthem into drones. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
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If damage reduces the slave soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the slave soldier drops to 1 hit point instead.

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The slave soldier is linked to a Yammosk or a Dhuryam that gives it orders during combat.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The slave soldier makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

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

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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\"What… is that?\"

\"It… looks like a probe droid?\"

- Ezra Bridger and Sabine Wren

ManufacturerArakyd Industries
ClassSeeker
Degree2nd class droid
Cost4.500 credits
Sensor colorRed
Plating colorBlack

ID9 seeker droids, also called Parrot Droids or Mimic Droids, were a model of seeker droids that resembled the Viper probe droids manufactured by Arakyd Industries. The body of ID9 seekers consisted in a half-hemisphere dome with a red photoreceptor. Attached to that dome were five articulated, tentacle-like limbs that ended in pincers. The ID9s were outfitted with electro-shock prods that allowed them to harm organic lifeforms and incapacitate mechanical beings. They were capable of imitating the sounds of other droid models, and had two locomotions modes: hovering and crawling. The Seventh Sister, a member of the Galactic Empire's Inquisitorius, employed a small army of such seekers in her efforts to capture Jedi and insurgents. The successor of the ID9, the ID10 seeker droid, was used by Inferno Squad.

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\"Look, good against remotes is one thing. Good against the living? That's something else.\"

- Han Solo to Luke Skywalker

ManufacturerIndustrial Automaton
ClassRemote training droid
Height0,15 meters

The Marksman-H training remote, often referred to as a remote, was a type of droid used to train its user how to properly deflect blaster bolts with a lightsaber.

Description

Quick and unpredictable, they had multiple power levels, including lethal and sting. They were also capable of being programmed for defensive purposes.

History

The Jedi Order used remotes to train Jedi younglings during the waning days of the Galactic Republic. During the reign of the Galactic Empire, the Imperial Army was known to use them as drones.

En route to the planet Alderaan, burgeoning Jedi Luke Skywalker practiced against a Marksman-H remote, using his father's lightsaber. Though initially unable to block the remote's fire, he learned to rely on the Force when his mentor, Jedi Master Obi-Wan Kenobi, challenged Skywalker by blocking his sight. Several decades later, rogue stormtrooper Finn happened upon a Marksman-H remote, stored in a brown bag, while looking for bandages to treat the injured Wookiee Chewbacca.

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

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The droid deals only non-lethal damage.

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While you are interfaced with this droid via the tracker droid interface tech power, when your droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

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Ranged Weapon Attack +5, Range 10/30 ft., One target. Hit : 1 (1) energy damage

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DesignationNon-sentient
Average Height1 meter
Homeworld

Dantooine

Kath hounds were about the size of a large dog, fur-covered, and each limb ended in four hoofed digits. They were generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, were also popular pets on Coruscant.

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, Revan encountered one of these on his exploration on Dantooine.

When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.

It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hounds were knocked out this way.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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If the hound moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hound can make another attack with its tusks against it as a bonus action.

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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

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The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YzBiZjRmMGVhMTcy","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/356_-_Mandalorian_Scout/avatar.webp","data":{"description":{"value":"

The scout deals one extra die of damage with its weapons (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The scout makes two weapon attacks and throws an electrostun grenade, if available.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 10 (2d6+3) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

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.

The scout throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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Ugnaught

\n\t\t\n\t\n\t\n\t\t

\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t

Diminutive, porcine humanoids who have pink skin,\nupturned noses, white hair, and thick layers of jowls,\nUgnaughts are considered one of the hardest-working\nspecies in the galaxy. Some have tusks that they use in\nblood duels. They are strong and resilient, and their\nlife-spans reach up to more than 200 standard years.\nThey notably ate genteslugs. Ugnaughts evolved on\nGentes, a planet located in the Anoat sector of the\nOuter Rim Territories. However, throughout history,\nmany were sold into slavery and taken to new worlds\nto work as slaves or indentured servants. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (Ugnaught)","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":450},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":["acid"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60ft, passive Perception 10","languages":{"value":[],"custom":"Galactic Basic, Bocce, Jawa, Ugnaught"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":1,"ability":"str","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"per":{"value":1,"ability":"cha","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","token":{"flags":{},"name":"Ugnaught Boss","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"hZFTNJOx3i6PvHBM","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":81,"max":81},"bar2":{"value":15,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NGRhNzY3M2FiOTM4","flags":{},"name":" Aura of Command","type":"feat","img":"systems/sw5e/packs/Icons/monsters/441_-_Ugnaught_Boss/avatar.webp","data":{"description":{"value":"

Friendly creatures that it can see and hear the Ugnaught Boss within 30 feet of it add a +1 bonus to their attack and damage rolls. This e\u0000ect ends if the o\u0000cer is incapacitated.

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The Ugnaught Boss is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with power attacks, 17 tech points).

The Ugnaught Boss knows the following powers:

At-will: Acid Splash, Cryogenic Burst, Mending, On/Off

1st-level: Flash, Kolto Pack, Repair Droid, Smoke Cloud

2nd-level: Acid Dart, Lock, Smuggle

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MGI3ODgyNWVkNDk4","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage.

The Ugnaught Boss makes two weapon attacks.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Kolkpravis Khan makes three melee attacks with its Lig Sword or its Greater Shoni Spear.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage plus 4 (1d8) kinetic damage.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +6, Range 20/60 ft., One target. Hit : 9 (1d10+4) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +6, Range 30/120 ft., One target. Hit : 6 (1d6+3) kinetic damage.

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For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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DesignationNon-sentient
ClassificationReptile
Average lengthUp to 1 meter
Eye ColorRed
Distinctions
  • Four winged
  • Endothermic

Homeworld
  • Tatooine
  • Malastare
HabitatDesert
DietCarnivore

Vicious, medium-sized, hematophagous flying reptomammals, skettos dwelled in the caverns of Tatooine. Only emerging when light conditions were at their lowest, these four-winged beasts possessed excellent twilight vision to assist in the consumption of airborne insects. Skettos fell into the reptomammal class, being warm-blooded and giving live birth to a single offspring at a time.

The most horrifying part of a sketto's life was its tendency to swarm with others of its kind to suck the blood of large, sleeping mammals. Their large, frightening teeth helped to puncture the toughest of hides, and legend had it that a sketto swarm could suck a sleeping dewback dry overnight. Despite being a reptomammal, they bled green blood.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d4+3) kinetic damage.

The sketto attaches to the target. While attached, the sketto doesn't attack. Instead, at the start of each of the sketto's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. Droids and constructs are immune to this effect. The sketto can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sketto.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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When the Jedi survivor takes the dodge or disengage action, it can make an attack as a bonus action.

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The Jedi survivor is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 35 force points.

The Jedi survivor knows the following

force powers:

At-will: force push/pull, force disarm, give life, guidance,

saber reflect, turbulence

1st-level: burst of speed, cloud mind, heal, project, valor

2nd-level: calm emotions, force barrier

3rd-level: knight speed, sever force

4th-level: force immunity, improved force camouflage

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Once per turn, when the Jedi survivor hits with an attack, it can spend 1 force point and choose one of the following additional effects:

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The Jedi survivor adds 1d6 to its AC against one attack of its choice until the start of its next turn.

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The Jedi survivor can roll 1d6 and add it to the damage of the triggering Kinetic Combat attack.

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The Jedi survivor's speed increases by 5x1d6 until the end of its current turn.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Jedi survivor makes three attacks or it casts a force power and makes one attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"NTkwYjMyMzVmMjYx","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/330_-_Jedi_Knight_Survivor/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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.

The Jedi survivor makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 17 Dexterity saving throw, taking 8 (1d6+5) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000}]} +{"_id":"i2ES7nvUr7XikRSO","name":"**Jedi Padawan Urchin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"16 with battle precognition"},"hp":{"value":66,"min":0,"max":66,"temp":0,"tempmax":0,"formula":"12d8+12"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":66,"min":0,"max":66},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

","public":""},"alignment":"Chaotic Light","species":"","type":"humanoid","environment":"","cr":3,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":700},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 15","languages":{"value":[],"custom":"Galactic Basic, Binary"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"dec":{"value":1,"ability":"cha","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":1,"ability":"cha","bonus":0,"mod":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","token":{"flags":{},"name":"Jedi Padawan Urchin","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"i2ES7nvUr7XikRSO","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":66,"max":66},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NmQ3OWU5MjdmMTAz","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

Forcecasting. The jedi urchin is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 13, +5 to hit with force attacks) and it has 19 force points.

The

jedi urchin knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump,

heal, project

2nd-level: battle meditation, force confusion, phasewalk

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YTc5MjQ1NTA0MTNj","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OThiZjRlNzRkMmE0","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MmVkYjk0NmE3NGUy","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The jedi urchin makes two melee attacks or two ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2VjZDNiNzk1M2Qw","flags":{},"name":"Shotosaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"ODI2MTY0NDY1ZmI5","flags":{},"name":"Hilt Blaster","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NjBjMDY0MDBiZDIz","flags":{},"name":"Stunning Bolt (recharge 5-6)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/325_-_Jedi_Padawan_Urchin/avatar.webp","data":{"description":{"value":"

.

The target must make a DC 13 Constitution saving throw or be stunned. The target can repeat the save at the end of their turn, ending the effect on a successful save. Creatures that have successfully saved against this have advantage on subsequent saving throws forced by this ability.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000}]} +{"_id":"i5eq0RpFyoAzxgid","name":"B1 Series, B1-X","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"armor plating"},"hp":{"value":16,"min":0,"max":16,"temp":0,"tempmax":0,"formula":"3d8+3"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":16,"min":0,"max":16},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"Roger, roger.\"

- Typical response of a B1 battle droid

CreatorGeonosians
Manufacturer
  • Baktoid Combat Automata
  • Baktoid Armor Workshop
ClassBattle droid
Degree4th degree droid
Height
1,93 meters
Mass65 kg
GenderMasculine programming
Sensor colorBlack
Plating color
  • Bone white
  • Rust brown
  • Light grey

B1 battle droids, also referred to as standard battle droids or clankers, were the most widely used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and were the successor to the OOM-series battle droids. Even though they were widely produced and deployed, the B1 battle droid was flimsily designed and easy to destroy, and was only truly successful in large numbers. Early versions of the model also required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. The droid army was deployed during the Invasion of Naboo, and after landing B1 battle droids marched into the Naboo capital of Theed, and using the massive army the Trade Federation captured the city. The droids continued to keep the Trade Federation's grip on the planet throughout the occupation, and the majority of Federation droid troops were deployed to combat the Gungan Grand Army at the Great Grass Plains. In the ensuing battle many militiagungs were killed, but the entire droid army was defeated because it shut down when the control computer was destroyed with the Federation's Droid Control Ship by the young Force-sensitive pilot, Anakin Skywalker during the portion of the battle that was in space.

During the Separatist Crisis, the Trade Federation leadership met with other commerce guilds on the planet Geonosis, and the Federation had given its droid army, including the B1 battle droid, to the growing Confederacy of Independent Systems. The droids became the main soldier of the new Separatist Droid Army. The forces of the army used newer reworked B1s. These B1 models did not have a reliance on a central command signal was removed, and these newer models did not require a control ship. They were capable of independent thought; however, it was limited. On Geonosis the droid army clashed with the Galactic Republic's new army of clone troopers for the first time. This battle launched the galactic conflict known as the Clone Wars. The B1 battle droids and the other models of combat droids used by the Confederacy fought the forces of the Republic on many worlds for the duration of the long conflict.

Throughout the droids' history, it was evident that the B1 was dim-witted. Programming glitches manifested as the B1 battle droids developing personality quirks, and they were known to make commentary on what occurred around them. The B1s were outmatched by the clone troopers of the Republic, but massive numbers of B1s could gain victory over the more experienced clone troopers, and even members of the Jedi Order. The B1 battle droids, nicknamed \"clankers\" along with other Separatist droids by the Republic, were manufactured in massive numbers for the Separatists, but military officers, like the Supreme Commander of the Droid Army General Grievous, grew angry at the failings of the B1. Following the defeat of the Confederacy, B1 battle droids were deactivated by the Galactic Empire along with the rest of the droid army. B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

Description

Design

\"Look, it's RB-551.\"

\"No wonder he got blasted. He's one of those older models programmed by a central computer.\"

\"Not us, we're independent thinkers.\"

\"Roger Roger.\"

\"Roger Roger.\"

- Several B1s discussing how they were upgraded models from the older RB-551[src]

B1 battle droids were humanoid fourth class battle droids measuring 1.93 meters tall, and were the successors to the OOM-series battle droid. Unlike early B1 battle droids, later B1s were able to operate without a central command signal. Central Control Computer were located in an orbiting Droid Control Ship, and Central Control Computers were used because the budget-minded Trade Federation saved the production costs of thousands of individual droids. By the time B1s were being used by the Confederacy of Independent Systems, the B1 battle droid had been reworked to not require a central command signal to operate, and these later B1s that did not require a control ship were capable of limited independent thought, and B1s not programmed by central computers saw themselves as \"independent thinkers.\" Despite the new model within the Separatist Droid Army there were still older B1 models programmed by central computers used, such as RB-551, a B1 battle droid who served as part as a droid patrol during the Battle of Ryloth. Central Control Computers still did see use due to battle droids that required them, as was on the Subjugator-class heavy cruiser, Malevolence, but the battle droids of the Separatists had been upgraded by the Geonosians to possess autonomous thinking.

The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. During the Mission to Rugosa, a B1 battle droid at the controls of the laser cannons on a Munificent-class star frigate missed every shot it fired at Republic escape pods. When the B1 battle droid was confronted about this by the OOM command battle droid in command of the frigate, the droid told the commanding officer that it had missed due to flawed programming it suffered. The limited programming of the B1 battle droids also made them unfit to serve many of the jobs they were tasked with on the advanced Subjugator-class heavy cruiser Malevolence, during the Malevolence campaign.

The body of the B1 battle droid was also designed so the unit could be able to fold into a compact stowed configuration. One of the uses of this configuration was storage for transport, as in this configuration one hundred and twelve B1 battle droids could be stored into a Multi-Troop Transport. B1 battle droids could also fold into this configuration when they were low on power and needed to close down to recharge. When the B1s were activated, the limbs of the B1s unfolded first, and their long neck unfolded last. B1 battle droids were also designed to resemble their Geonosian creators, and were able to be produced cheaply. The cheap price tag of the B1s often allowed multiple battalions of B1 battle droids to be sacrificed for a victory without concern.

B1 battle droids had a comlink just below their head, and their photoreceptors could switch to an infrared mode. B1 battle droids had the ability to pick up electromagnetic fields, such as the small fields generated from holoprojectors. B1 battle droids possessed simple vocabulators, which gave the majority of B1s high-pitched voices, but other B1s spoke in lower, more monotone voices. B1 battle droids could exhibit various tones of voice, such as fear, confusion, and excitement. These also were examples of the B1 battle droid's \"personality quirks,\" which were the result of programming glitches in the B1 battle droids.

Inexpensive yet durable metal protected the droid's signal-receiver assembly. However, this metal did not protect B1 battle droids against blaster fire or lightsabers well, and these weapons could easily defeat a B1. Another weak point in the droids, which could be aimed for by snipers, were the droid's capacitors, and hitting between the B1's capacitors could take out the unit. Despite these tactics often utilized by the Republic, Clone Captain \"Rex\" informed the Onderon rebels that the only true way to take out a battle droid was to take out their head, and Rex stated this was because the droids didn't even require their bodies to report intel back to command. Later in the Clone Wars, Separatist Duke Solha, as well as his brother and sister, operated a droid factory on Mokivj that created B1 battle droids, as well as B2 super battle droids, made from cortosis. The cortosis was from a nearby mine, and this metal made the droids more resistant to blaster bolts and lightsabers. This factory was ultimately destroyed in the Mokivj catastrophe.

Performance

General Grievous: \"How are you finding the assistance of the droid battalion? Have they quelled your superiority complex programming?\"

AD-W4: \"You jest, Grievous. Their battle prowess is laughable while their 'banter' is—\"

B1 battle droid: \"He is so mean to us! Meaner even than you General. All we want to do is give him a callsign and—\"

AD-W4: [kills the B1 out of annoyance] \"They do, however, make excellent blaster fodder.\"

- General Grievous, droid mercenary AD-W4, and a B1 battle droid

The B1 was designed to be easily controlled, inexpensive to mass-produce, and unquestioningly obedient, but despite this being their design there were instances where B1s would questions their orders, and/or would comment on them. An example was during the Battle of Quell, in which T-series tactical droid TF-1726 gave the order to destroy Republic Jedi General Aayla Secura's Venator-class Star Destroyer. A B1 battle droid disagreed with this, and questioned the order as it brought up that there still hundreds of droids on board the cruiser. These droids had been sent to attack the Republic Star Destroyer earlier in the battle, but TF-1726 responded that he didn't care, and ignored the B1's protest, so the B1 followed its orders to fire on the enemy ship. Another example of this was when a B1 questioned the hired bounty hunter Cad Bane's decision not to launch reinforcements to the vulture droids engaging Republic forces during the Battle of Devaron. Later during the battle, two B1s were concerned over their orders to defend the ship's bridge. The droids knew only the few droids stationed on the bridge would be defending against two incoming Jedi. During a sandstorm in the final acts of the Second Battle of Geonosis, O.M.5 and another B1 battle droid questioned where Separatist Council member Poggle the Lesser was leading them, but the pair continued to follow him for as long as they could.

These examples of B1s questioning and commenting on their orders all additionally served as examples of the \"banter\" and other comments that the B1 battle droids would often make. Other examples were when two B1 battle droids spoke on the battlesphere they were stationed on, Skytop Station, as one needed to get its head adjusted due to high amounts of moisture. Another example came when a group of B1 battle droids talked about how they believed they were superior models to the older RB-551. B1 battle droids also made other types of comments on duty, such as one B1 battle droid commenting on the beauty of the planet Hissrich, and another insulting Republic clone troopers during the Battle of Teth, calling the clones of Torrent Company \"Republic dogs.\" One B1 battle droid seemingly saw itself as being above the astromech droids of D-Squad, as it called them \"stupid astromechs.\" These \"personality quirks\" displayed by B1 battle droids were the result of programming glitches the droids suffered. B1 battle droids proved to be dim-witted, but no attempt was made to fix these issues, as the droids were still able to use their swarm tactics, and advanced programming was not required for this.

Individual B1 battle droids were not effective soldiers against enemies like clone troopers in combat, and so the B1 primarily relied on mass-assault tactics to achieve victory, but the cheap cost of the B1 battle droid made this a viable tactic for military use. Although later models were capable of limited independent thought, B1 battle droids had a limited intelligence compared to other soldiers and required a superior commander to lead them effectively in battle. Motion-capture data from highly trained organic droids allowed the B1 to demonstrate an array of combat stances, positions, and maneuvers. Despite their advantages, B1s were just as vulnerable to EMP weapons as other droids. The Gungan Grand Army used this tactic during the Battle of Naboo when they used boomas against the Trade Federation Droid Army, and, during the Clone Wars, the Republic also used this advantage. Clone troopers used Electro Magnetic Pulse grenades, which were nicknamed \"droid poppers\" by the clones, against B1s and other battle droids, and the Republic would develop the electro-proton bomb, which could short-circuit an entire droid army.

In the field, B1 droids often utilized E-5 blaster rifles and wore comlink booster packs. The droids were also able to use electrobinoculars and thermal detonators on the field. During the Battle of Ryloth, two B1s in Nabat used electropoles to force Gutkurrs to move to attack Ghost Company. B1 battle droids were programmed to never surrender, but the droids were also able to focus on self-preservation, and they could attempt to escape their possible destruction. B1 battle droids outranked the astromech droids used by the Confederacy, and B1 battle droids were able to hold military ranks such as sergeant and lieutenant. B1 battle droids could also serve as scouts for military operations and as gunners to operate heavy artillery, such as the laser cannons on Armored Assault Tanks. B1 battle droids were able to operate in space.

History

Origin

\"Some of you gathered here today are old enough to remember when Baktoid Armor Workshop came to Geonosis and struck a deal with us to build foundries and produce battle droids and other automata for which we were handsomely rewarded.\"

- Archduke Poggle the Lesser to the Geonosians

B1 battle droids saw production in droid foundries, such as the primary droid foundry during Clone Wars's Second Battle of Geonosis, and foundries allowed many B1s to be constructed.

B1 battle droids would be manufactured by Baktoid Combat Automata and Baktoid Armor Workshop, and the latter would approach the Geonosians to build battle droids and other weapons. The Geonosians designed the B1 battle droids, and B1s were constructed in their droid foundries on Geonosis. This allowed countless droids to be produced at one time. Archduke Poggle the Lesser also received backing from the Trade Federation's mysterious benefactor Darth Sidious, and millions of B1 battle droids were produced on Geonosis for the Trade Federation.

Invasion of Naboo

\"Finally the mackineeks gottin us surround, but mesa and the rest, we just looked at each other smiling. We was going to rush them. We didn't care about their flashers. We just had a feeling that we'd like seeing what we could be doing. And that's when the mackineeks switched off.\"

- The Gungan militiagung Oma Prumba's account on the end of the Battle of Neimoidia

In 32 BBY, Prop 31-814D made Free Trade Zones eligible for taxation, and in retaliation the Trade Federation initiated a blockade of the planet Naboo. The Jedi Obi-Wan Kenobi and Qui-Gon Jinn were sent to negotiate with the Federation, but the negotiations were thwarted when Darth Sidious contacted Viceroy Nute Gunray and ordered him to kill the Jedi. Although the two Jedi were able to escape, the Trade Federation sent an invasion force to Naboo in hopes of forcing Queen Padmé Amidala to sign a treaty which would legitimize the occupation. At the end of the occupation B1s fought against the Gungan Grand Army at the Great Grass Plains during the Battle of Naboo, and did gain the upper hand. This was truly a distraction to draw the main droid forces away from Naboo's capital city of Theed, which had been occupied since its capture by the Federation. In Theed they fought against the Royal Naboo Security Forces under the command of the Queen of Naboo, Padmé Amidala. The droids were ultimately shut down at the end of the occupation during the Battle of Naboo when the Trade Federation's orbiting Droid Control Ship was destroyed by the young Force-sensitive pilot Anakin Skywalker.

After the Invasion of Naboo

\"For some time I've wanted to congratulate you for introducing autonomous thinking to the battle droids. Central control computers were certainly an outgrowth of the hierarchical structure of Neimoidian society. And we all saw what happened at the Battle of Naboo. The Separatist droid army has come a long way since, and I don't think the Geonosians are given enough credit for that.\"

- Lieutenant Commander Orson Krennic claims to wish to congratulate the Geonosians to Archduke Poggle the Lesser

The Trade Federation lost thousands of B1 battle droids due to the Battle of Naboo, and the defeat showed the faults of the B1. It was clear that the B1 could effectively bully civilians, but the droid was not a match for trained soldiers. The lessons learned from Naboo lead the Techno Union to develop the B2 super battle droid. Super battle droids were a heavy infantry model of droid designed solely for combat, but also would also see other uses. The Trade Federation would come to ally itself with the growing Confederacy of Independent Systems. By the Clone Wars, Separatist leaders had come to see networked control centers for B1s as a vulnerability, and the reliance on a central command signal, the tactic that had cost the Federation the Battle of Neimoidia, eventually was removed from the B1 battle droids. The new model of B1 that did not need a control ship to operate were capable of limited independent thought, and the newer B1s regarded themselves as \"independent thinkers.\" Older models controlled by central computers still saw use, despite the newer model of B1, and the computers were used to give commands to droids performing complicated technical duties.

Clone Wars

\"You expect victory over Jedi, but all you give me to fight them is battle droids!\"

- General Grievous to Count Dooku

In 22 BBY, ten years after the Battle of Naboo, the Federation provided B1 battle droid forces to the Confederacy of Independent Systems, a secessionist movement composed of wealthy industrialists and disgruntled citizens of the Outer Systems, and the Confederacy's Droid Army. The Separatist Crisis soon broke into full war at the First Battle of Geonosis, and the Separatists officially waged war against the Galactic Republic and its newly released clone army in a conflict known as the Clone Wars. During the Clone Wars, B1 battle droids were the most common form of battle droid, to the point where there were often one hundred B1 battle droids on a battlefield for every one B2 super battle droid. However despite their numbers they were not as effective as the experienced clone troopers of the Republic. During the war, many Separatist leaders grew angry at the failures of the B1, particularly the Supreme Commander of the Droid Army, General Grievous. B1 battle droids were used throughout the entire conflict, and when not used on the front lines this model of droid could be as security on Separatist worlds and military locations like ships and bases. In addition to their use against the Republic in the war, the droids also saw action against other enemies of the Confederacy. Enemies like these were the Nightsisters at the Battle of Dathomir and Darth Maul's Shadow Collective during the Confederacy's campaign against the group.

Age of the Empire

\"Send a message to the ships of the Trade Federation. All droid units must shut down immediately.\"

- Darth Sidious to Darth Vader

B1 battle droid and other droids built solely for warfare were outlawed by the Galactic Empire, the totalitarian state that replaced the Republic, in the wake of the destructive Clone Wars. Orders were given to stormtroopers to shoot and destroy \"clankers\" on sight. By the time of the early rebellion against the Galactic Empire, the super tactical droid General Kalani continued to command some remaining battle droids and droidekas at a wrecked Separatist supply ship on Agamar. These droids had not been given the shut-down code issued years prior, as Kalani had believed it was a Republic trick. After the rebel group known as the Spectres—joined by Captain Rex—made contact with the Separatist remnant, the two forces joined to fight off an Imperial attack. With the aid of two Jedi, Kalani and several of his B1 battle droids were able to escape the planet in a Sheathipede-class transport shuttle. Due to this mission, Kalani and Rex came to an unofficial end to the Clone Wars, which they both accepted as the war's end.

During the Galactic Civil War, several B1 battle droids were among the rebuilt battle droids in the workshop owned by Ruen on the Wreck Belt. Ruen notably did not treat his droids well but kept them controlled through control loops and ethical programming he installed into them. Ruen activated many of his battle droids, including B1 battle droids and B2 super battle droids, to apprehend the assassin droids 0-0-0 and BT-1 while the two were there for business. BT-1 quickly destroyed all of the droids Ruen had activated, and Ruen was forced to help the two assassin droids. After this was done, however, BT-1 was able to hack into the remaining droids and remove the restraints Ruen had placed, which 0-0-0 viewed as an act of emancipation. Ruen tried to contact Quarantine World III to report about 0-0-0, but the remaining now-freed B1s and other battle droids turned on him. The droids killed Ruen and destroyed the workshop as BT-1 and 0-0-0 watched from a distance. As the two left the Wreck Belt they discussed how they believed that if organics treated droids better, violence between droids and organics wouldn't be necessary.

At some point before the Galactic Civil War, Emperor Palpatine acquired a B1 battle droid to be put on display inside the Palpatine Archive.

Legacy

\"A battle droid? You wanted to show us… a battle droid? The most incompetent droid soldier in the history of both the Republic and Empire. A mechanical comedy of errors. And you believe that Surat Nuat wants a meager, worthless B1 droid?\"

- Makarial Gravin, to Temmin Wexley upon seeing the B1 battle droid Mister Bones

The wide-scale use of droids in combat led to an increase in anti-droid propaganda and rhetoric following the Clone Wars. When several thugs saw the modified battle droid Mister Bones deployed by Temmin Wexley on Akiva against them during the time in the last months of the Galactic Civil War they laughed at the droid due to the model's history of failures. However, this droid was modified, and proved to be very effective.

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When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

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

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When a creature the battle droid can see targets it with an attack, the battle droid chooses another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (duros)","environment":"","cr":17,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":18000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 19","languages":{"value":[],"custom":"Galactic Basic, Binary, Durese, Huttese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"itm":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"inv":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"lor":{"value":0,"ability":"int"},"med":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","token":{"flags":{},"name":"Legendary Duros Hunter","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"iJQAYddcEyNyv6t0","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":163,"max":163},"bar2":{"value":19,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDM2MDAyZDQzNjFm","flags":{},"name":"Breathing Mask","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

The Duros has advantage on saving throws against poison.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MjM1MDE1MTI2ZjZh","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

If the Duros fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODc5NDI0NzMyYjAw","flags":{},"name":"Strong-Willed","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

The Duros has advantage on saving throws to resist being Charmed or Frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDFhNWI4ZGJmM2Ex","flags":{},"name":"Techcasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

The Duros is a 16th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with power attacks).

The Duros has 36 tech points and knows the following tech powers:

At-will: assess the situation, electroshock, encrypted message,

jet of flame

1st level: element of surprise, energy shield, expeditious

retreat, holographic disguise

2nd level: infiltrate, paralyze humanoid, shatter, translocate

3rd level: explosion, fabricate trap, sabotage charges

4th level: cloaking screen, salvo

5th level: override interface, paralyze creature, toxic cloud

6th level: disintegrate, programmed illusion

7th level: delayed explosion

8th level: incendiary cloud

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MzdmOTU4YTZjNzZh","flags":{},"name":"Tech Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

The Duros has advantage on saving throws against tech powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZmU0YzA4NGU1Njhl","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

While wearing no armor and wielding no shield, the Duros's adds its Intelligence modifier to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZjcxYTE3Y2Y1YzJm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Duros makes four ranged attacks or three melee attacks, or it casts a power and makes an attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZmRlM2YwMjA1YWY3","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"ZTk4Y2ZmYTA1MGE5","flags":{},"name":"Heavy Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +11, Range 40/160 ft., One target. Hit : 18 (3d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"MDdmMTI4YmZhNmU5","flags":{},"name":"Thermal Detonators (5/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/275_-_Legendary_Duros_Hunter/avatar.webp","data":{"description":{"value":"

.

The Duros throws a grenade, choosing a point within 40ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

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.

The Duros makes an attack.

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.

The Duros picks a target within 40 feet and makes a Heavy Blaster attack at advantage. If the attack hits, the target takes damage as normal, and must make a DC 18 Constitution saving throw. On a failure, the target is stunned until the end of the Duros's next turn.

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.

The Duros casts a tech power, spending 1 legendary action per level of power cast.

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\"They're from Ahch-To. Luke called them porgs. They're adorable.\"

- Rey, to Poe Dameron

DesignationNon-sentient
ClassificationAvian
Feather color
  • Brown
  • Gray
  • White
  • Orange (males)
Eye ColorBrown
Homeworld
Ahch-To
Habitat
Coastal

Porgs were a species of sea-dwelling bird. They were native to the planet Ahch-To, where Jedi Master Luke Skywalker made his exile in the years prior to the Battle of Crait.

Biology and appearance

Porgs were a species of non-sentient birds. They were stocky in nature, with two short wings, flat, beakless faces, and two webbed feet. Porgs were sexually dimorphic; males were slightly larger than females, and males also had orange plumage around the eyes. Porgs of both sexes were covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They were much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They could fly short distances but not far enough to leave their native island. They could also run quite swiftly on the ground and were good at maneuvering into small spaces. The birds had stereoscopic vision; their eyes had brown irises and black pupils. Porgs favored colder environments.

Porgs apparently understood certain linguistic terms. When they overheard Rey refer to Chewbacca as \"Chewie,\" they mistook it to be the word chewy, leading them to wonder whether Chewbacca would serve as her food.

Behavior

\"Puffy, my good luck charm! You look hungry.\"

- Hondo Ohnaka

These hypercurious, cliff-dwelling creatures were found throughout the islands of the planet Ahch-To. They were capable of performing controlled dives into the sea, where they fetched fish to feed on or pass on to their otherwise helpless offspring, which were called \"porglets.\" They also hunted crustaceans. Porgs exhibited a roosting behavior, and they built nests along the island cliffs. They built nests from hair, fiber or grass and decorated them with shiny objects they had acquired. Porgs loved water, both to drink and to play in. They also loved tasting new things. Porgs had strong natural camouflaging abilities, as well as many interesting calls, ranging from burbles to squeaks to song. They crooned a special song when they were pleased. However, they could also be completely silent when necessary. Despite their curious nature, they could be quite shy if they felt threatened. Porgs, both wild and domesticated alike, were unusually smitten by human objects, and found shiny objects very fascinating. If their curiosity ran unchecked, they could wreak havoc. Porgs enjoyed being petted and scratched, especially behind their ears. A group of porgs was called a \"murder.\"

History

\"When did this old rattletrap become a birdcage?\"

- Leia Organa, commenting on the infestation of porgs in the Millennium Falcon

Porgs evolved from seabirds on Ahch-To. Considered quite tasty by some species, they were sometimes hunted by the resident Lanai as well as visitors to Ahch-To. At the time of the First Order–Resistance war, when Jedi Master Luke Skywalker threw his lightsaber off a cliff, two porgs investigated the weapon. The birds nearly activated the weapon, before they were scared off by Rey. Shortly afterwards, another porg watched in curiosity from its nest as the Jedi Master spearfished from an island cliff. Rey found the porgs to be helpful to her Jedi training after she used the Force to catch one in midair in order to retrieve the lightsaber it had snatched. Finding that the porg's flock was visibly fascinated by her power, Rey promised them all \"a turn.\" While staying on Ahch-To, the Wookiee Chewbacca roasted two porgs for supper. A few of the birds stared at him before he could take a bite, but Chewbacca scared them off. When Chewbacca landed on Ahch-To, he considered porgs as a tasty treat, but found it hard to kill the winged creatures when the pack turned their sad eyes on him.

Unable to acquire a patch of blue moss for their young twins, a couple of porgs snatched wiring of the same color from the Millennium Falcon, hindering repairs that were being performed by Chewbacca and R2-D2. Following the porgs to their nest, Chewbacca tried to barter the blue wiring for a blanket but was declined. Soon realizing the plight of the porgs, Chewbacca was convinced by R2 to brave strong winds in order to harvest the moss from the high tree. Grateful for his assistance, the parents returned the wiring to Chewbacca, marking his first amicable relationship with porgs.

Later, at least four porgs found their way aboard the Millennium Falcon and made a nest. One of them accompanied Chewbacca during the Battle of Crait. Despite having an initial antagonism with the porgs, Chewbacca grew to like them and became their friend.

Boarding the Millennium Falcon, General Leia Organa observed a number of the creatures roosting aboard the vessel, prompting her to ask Chewbacca when the ship had become a birdcage.

Among the porgs which resided on the Millennium Falcon were the Porg Stowaway, Puffy and Snappy.

Around 34 ABY, porgs were imported to the planet Batuu and sold as pets in the Creature Stall at Black Spire Outpost.

In 35 ABY, a pair of porgs watched as Rey attempted to destroy Kylo Ren's TIE whisper and her lightsaber on Ahch-To.

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The porg has advantage on Wisdom (Perception) checks that rely on smell.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) kinetic damage

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\"Not neutral in war, you swamp slug.\"

- Poppy Delu, to Lando Calrissian

DesignationNon-sentient
ClassificationGastropod
Average height3 meters
Average length10 meters
Skin color
  • Light tan
  • Dark gray
Eye color
  • Orange
  • Gold
DistinctionsFoul-smelling mucus
Homeworld
Dagobah
HabitatSwamp
DietOmnivorous

Swamp slugs were giant gastropods native to Dagobah.

Description

An omnivorous species, swamp slugs had thousands of teeth and twenty-four pairs of legs. Their orange or golden eyes, the size of boulders, allowed them to see clearly beneath the murky, cloudy waters, while the two rubbery antennae on the top of their heads, which grew to two meters, utilized sonar to pinpoint exact locations of objects, searching by motion. Swamp slugs were omnivores, eating anything organic that they could fit in their mouths of jagged teeth. The teeth, or radula, lining the slug's esophagus would then pulverize into organic slime any plant or animal matter that it ingested. A hermaphroditic species, the swamp slugs reproduced sexually. Each partner would lay hundreds of eggs, most of which were eaten by other animals. They exuded a thick, foul-smelling mucus which damaged the breathing organs of other species. They were not desirable to eat by other predators and were given a wide berth in the swamps.

The Besadii Hutt crimelord Gardulla kept swamp slugs in the swamps and pools of her luxurious if notorious pleasure garden, within her Tatooine palace near the Dune Sea. In 32 BBY, while in pursuit of escaped slaves, one of Gardulla's Dug mercenaries, Khiss, spray-stick blasted a huge swamp slug back into the waters whence it surfaced to devour him.

Swamp slugs were very closely related to the nos monster of Utapau and the Kwazel Maw of Rodia.

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Any creature that starts its turn within 10 feet of the slug must succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage.

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The slug can hold its breath for 1 hour.

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The slug makes one bite attack and one slam attack.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 17 (2d10+6) kinetic damage.

The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the slug can't bite another target.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

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The slug makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the slug, and it takes 7 (2d6) kinetic damage plus 7 (2d6) acid damage at the start of each of the slug's turns. The slug can have only one target swallowed at a time. If the slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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\"You look like nothing more than a Bantha herder.\"

\"And you look like an overgrown Kowakian monkey-lizard, so I guess looks don't count for much.\"

- Desann and Kyle Katarn

DesignationSemi-sentient
ClassificationReptilian
Average length0,7 meters
Skin color
  • Yellow
  • Brownish-yellow
  • Red
  • Green
  • Light blue
Hair color
  • Black
  • Dark brown
  • Light brown
  • Orange
  • Green
  • Purple
  • Light blue
Eye ColorYellow
Homeworld
Kowak
Habitat
Rain forests
Diet
  • Insects
  • Worms
  • Small rodents

Kowakian monkey-lizards were a bipedal reptilian species native to a jungle-like Outer Rim planet called Kowak. Although they had no established culture, Kowakian monkey-lizards were quite intelligent, and despite their silly, cruel nature, they were considered sentient by many sentientologists in the galaxy, although there was much debate over that designation. Standing roughly seventy centimeters tall, Kowakian monkey-lizards had small, spindly bodies, two large, floppy ears and a beak-like nose, with tufts of thick hair growing around their neck and on the tops of their heads. Some subspecies had long, prehensile tails.

Kowakian monkey-lizards were rarely found off their homeworld, although it was not uncommon to find a monkey-lizard in the service of a crime lord. One such individual was Salacious B. Crumb, a court jester on Tatooine for Hutt gangster Jabba Desilijic Tiure. Crumb perished along with his master when Jabba's sail barge was destroyed in 4 ABY. At least one Force-sensitive monkey-lizard was known to exist—a mutated Dark Jedi named Picaroon C. Boodle, who served under Jerec. Pic was ultimately killed by Rebel agent Kyle Katarn above the Sulon Star.

Biology and appearance

Kowakian monkey-lizards were reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They had two large, highly sensitive, floppy ears, which curved backwards and narrowed into a thin, hairy point, and often had several small holes in them, though not always. Some monkey-lizards wore piercings in those ears. In place of a nose, monkey-lizards had a wide, hooked, dark-colored beak, like that of a reptile, which could be opened to reveal a large, toothless mouth. In some specimens, that beak was a different color from the rest of the body, even having two shades, such as white and black. They had two wild, yellow eyes, which were usually very close to each other, although that feature varied. Their skin color was typically a light brown or tan color, though some had red, green, blue, or yellow skin, or even a combination of two of those hues. A particular monkey-lizard might exhibit different-colored markings around the eyes.

Each monkey-lizard had tufts of thick hair growing around their neck, resembling a ruff, on the tops of their heads, and at corners of their jawbones. Some also had a tuft at the tip of the tail. The color of that hair varied: it was usually black or dark brown, though a lighter brown, green, purple, as well as a slightly orange shade were also known to exist. Kowakian monkey-lizards generally had long, thin tails, though some variants of the species had no tail. Their limbs ended in three spindly digits that sported sharp talons. Immature monkey-lizards were once described by Darth Vectivus as being the \"ugliest larvae in the galaxy\".

Society and culture

\"Swing it, little monkey-lizard!\"

- Fode

Monkey-lizards resided mainly in large tree nests, and enjoyed swinging through the green rain forests of Kowak. Their diet consisted largely of various insects, worms and small rodents. They ate quite regularly, as their small bodies required much nourishment. They were also scavengers, choosing to eat carrion instead of fresh meat or vegetables. Rotting flesh was quite unhealthy to eat, so many in the galaxy speculated as to why they chose it: theories included that they preferred to have others do their work, or they wished to avoid predatory animals.

Monkey-lizards were extremely destructive and curious, and loved to explore, rarely leaving the packs they moved around in for protection against predators. They often used their ceaseless, loud laughter to scare off any potential attackers. They traveled in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spent time fighting over the food instead of sharing it. Kowakians were known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They had a clear sense of mischief and humor, and were known to mock others, laugh at them, and even fling objects towards them simply because they found it amusing. They were able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wished. Monkey-lizards were also known to laugh at appropriate times during conversations, and could often repeat back what they heard fairly accurately.

Members of the species could attack even larger foes, like Humans, by climbing onto them; clawing, and biting. For instance, a monkey-lizard might latch on to a foe's face and scratch it, or the monkey-lizard might bite the opponent's leg. Some even exhibited the ability to wield melee weapons in combat, such as knives. Members of the species could move quickly, shambling about on all fours and climbing rapidly over intervening obstacles.

The sentience of Kowakian monkey-lizards was a highly debated topic among the greater galactic scientific community. The issue was never officially decided, though many declared them sentient; they believed this as although monkey-lizards were cruel, they were also quite intelligent.

Monkey-lizards had very little culture or structured society to speak of. They had a sort of hierarchical boundary within each group of nests, with the oldest female acting as leader. Each monkey-lizard was given a specific role: some were assigned to gather food, others would maintain the nest, while yet others scouted for predators. Nothing was known about how the monkey-lizards reproduced; in the wild, monkey-lizards usually chased away those who attempted to study them and their behavior, and those in captivity had to be separated from other members of their species due to the noise levels they exhibited when left together. Sentientologists estimated that monkey-lizards laid eggs as a group about once a year, with only a few of the eggs surviving to hatch.

History

Monkey-lizards played no real part in galactic society; they rarely left their homeworld and were considered too wild to be let loose in proper society. Various scientists had attempted to study them in the wild, but all of these attempts proved fruitless; the monkey-lizards did not take well to being observed. A group of University of Coruscant zoologists once visited Kowak hoping to conduct a study on the planet's spindly inhabitants. The zoologists noted that at first the monkey-lizards were apprehensive towards them, and seemed to be trying to keep to themselves. After about a week of being watched from afar with macrobinoculars, the monkey-lizards began to wander into the group's camp, inspecting their equipment and looking around. The zoologists eventually began to offer the creatures some of their food; that was when the Kowakians's cruel streak emerged. They hid a snake in one of the zoologist's bags, destroyed their expensive equipment, ate all their food, played in their tents and even left barrels of water on top of branches, pouring their contents down on anyone who walked below. The zoologists had no choice but to leave the planet. The Shi'ido anthropologist Mammon Hoole included an entry on the species in his publication The Essential Guide to Alien Species.

Kowakian monkey-lizards in the galaxy

\"You're not going to trust this…this…\"

\"Hutt Slime?\"

\"Kowakian monkey-lizard?\"

- CS-2207 helping Ahsoka Tano and CT-7567 to insult Cad Bane by using the name of the species

Early on in the galaxy's history, Kowakian monkey-lizards were rarely, if ever found offworld. Despite that, they occasionally wandered onto a visiting ship and could end up almost anywhere. For instance, the swamps of the planet Baroonda were home to a sizable monkey-lizard population.

Later on, a large number of monkey-lizards were found in the galactic underworld, often tied to criminal organizations. That was due both to their ability to repeat things exactly as they heard them, as well as the fact that they made excellent spies. Although monkey-lizards were quite popular with some among the upper classes, who kept them as pets for their own amusement, they were usually frowned upon in civilized society; likely because it was impossible to train a monkey-lizard, regardless of the time and effort expended on the attempt, or even the method used. Monkey-lizards bought as pets were usually sold on after their owners realized that they couldn't control them, although some could grow to be loyal pets, such as in the case of Eeetch and Skreech. Their owners often complained of how they had a tendency to smash valuable items, deface art and furniture, and rummage through garbage compactors. Most people thought monkey-lizards were extremely obnoxious, and it was considered an insult to call someone a Kowakian monkey-lizard. Monkey-lizards who were taken as pets became extremely lazy, and they usually starved if returned to the wild. The monkey-lizard Gibberous Crumb was raised by a Hutt, but was abandoned by its master and entered the care of the Oblee crime lord Nirama, who considered Crumb to be an annoyance. The Hut, a hangout for Podracer pilots in the latter years of the Galactic Republic, had a house monkey-lizard who played instruments.

During the Clone Wars, monkey-lizards named Pilf Mukmuk and Pikk Mukmuk were part of a gang of pirates led by the Weequay Hondo Ohnaka, who kept the creatures around due to his amusement at their penchant for laughing at inappropriate times. Pilf Mukmuk was the most famous monkey-lizard in the galaxy at the time. Although he lived on the planet Florrum, Mukmuk used his small size to infiltrate secure locations, such as ventilation ducts. Indeed, on one occasion, Ohnaka had Mukmuk smuggle a sedative into the ventilation system of Anakin Skywalker and Obi-Wan Kenobi's craft; the drug knocked them out. Meanwhile, Muk Muk monkey accompanied Ohnaka to the planet Felucia on a mission to rob the local farmers of their valuable Nysillin crops. When Ohnaka met resistance from the locals and their Jedi and bounty hunter allies, Muk Muk monkey helped the pirate fight Anakin Skywalker by manning the WLO-5 speeder tank Skywalker and Ohnaka were standing on as they fought. The monkey-lizard's shots managed to kill the bounty hunter Rumi Paramita, but Skywalker was able to hold off the pirates until they escaped. Ohnaka's gang sometimes staged fights between their pet monkey-lizards at their base on Florrum.

Also during the Clone Wars, Togruta Padawan Ahsoka Tano encountered a monkey-lizard named Muk Muk Monkey, who was accompanied by a pair of Weequay outside a bar in Coruscant's slum district G17. Another monkey-lizard engaged in a knife fight with a momong on the planet Zygerria when a group of Jedi and their clone trooper captain, CT-7567, arrived to investigate a kidnapped colony of Togruta. Such encounters led the Jedi Master Yoda to declare monkey-lizards possibly the most annoying species in the galaxy, albeit one not to be underestimated.

In very rare cases, a monkey-lizard served as a mechanic or engineer; one such being once repaired Boba Fett's armor at a workshop in Ma'ar Shaddam. He was later killed by Risso Nu. A Kowakian monkey-lizard also served as a companion of the famous pirate known as Reginald Barkbone, and another was known to occupy StarForge Station.

Picaroon C. Boodle, or Pic for short, was the only known Force-sensitive monkey-lizard. Early in his life, he traveled the galaxy with a smuggler named Az-Iban; however, sometime during the reign of Emperor Palpatine he was quarantined on Eriadu after being suspected of suffering from Cyborrean rabies. He eventually came into Imperial custody, and because of his Force-sensitivity, he was used as a research subject by Imperial scientist Tuzin Gast. Pic, as well as a Gamorrean named Gorc, was a subject in the experimental Project Chubar. Eventually, the two creatures were transferred to the service of Dark Jedi Cronal, who wanted two Force-sensitive \"animals\" to run tests on. Cronal used Sith alchemy on the two \"animals,\" until they became mutated Sithspawn, sharing each other's genes and personality, as well as having a link in the Force. The two mutants worked well as a team, and developed a friendship of sorts, with Pic looking out for the dim-witted Gorc's safety. The two joined Jerec's group of Seven Dark Jedi, who aimed to discover the lost Valley of the Jedi. Kyle Katarn foiled the group's plans, killing Gorc aboard the Sulon Star. Pic was devastated by this, and attacked Katarn with his Sith dagger in a frenzy, before having his head bashed in by the Jedi.

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DesignationNon-sentient
ClassificationFeline
Races
  • Planis hunter
  • Swamp stalker
Average height2 meters
Average length3 meters
Hair colorVaried (brown and reds)
Homeworld
  • Naboo
  • Corellia
Habitat
  • Grasslands
  • Swamps
DietCarnivorous

The tusk cat was a fawn-colored feline predator found on the world of Naboo and its moon Rori.

Biology

Tusk cats were large feline predators with a large pair of distinct tusks growing from their lower jaws. This put them at morphological odds with many tusked animals which often featured tusks growing from the upper jaw. A second, less-noticeable pair of tusk-like fleshy appendages grew from their cheekbones. Tusk cats were covered in fur that could range from browns to grays to almost red, and gray ones had faint spotted patterns. They seemed to share some features with ungulates, with swift galloping gaits and toes ending in hoof-like appendages. Some smaller subspecies featured more claw-like digits as well as variations on the number of tusk-like facial wattles. Their tails were long and muscular to balance them as they ran, ending in a leaf-shaped spur. They were known for keen eyesight and a sharp sense of smell. They appeared similar to the larger Naboo predator known as the narglatch.

Behavior

Tusk cats were carnivorous and preyed upon smaller animals native to Naboo. Natural shepherds, they mated for life and instinctively formed prides to guard herds of Shaak and gualama, killing one to eat every seven or eight days. Their tusks were used as both offensive hunting weapons as well as for defense. Though they were aggressive predators, as cubs they could easily be domesticated and even ridden, but could also adapt back to the wild if released.

History

Mounts

Despite their predatory nature, tusk cats could be tamed for a variety of uses, notably as mounts. Domesticated tusk cats were said to be naturally protective and gentle towards Naboo children. Tusk cat riders were employed as shepherds for various livestock, including shaak and the royal Gualama herd. Tusk cats also served as military patrol vehicles for the Naboo military, recreational attractions, police work, and ceremonial beasts with royalty. When outfitting a tusk cat mount, the traditional bridle was abandoned in favor of a harness attached to the tusks. During the Victory Races of Naboo, Queen Padmé Amidala herself rode a tusk cat. The tusks of dead tusk cats were typically carved into memorial cups and displayed.

Pets

Tusk cats were among many creatures moved off-planet as pets following The Battle of Naboo due to the growing demand for Naboo pets among spacers.

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DesignationSentient
ClassificationCephalopod
Average length7 to 10 meters
Skin colorDeep purple
Distinctions
  • Seven suckered tentacles
  • Several hearts
  • Blue blood
  • Ability to change color
  • Ability to regenerate limbs
Homeworld

Vodran

Habitat
  • Sewers
  • Swamps
DietOminvore
LanguageDianoga

Dianoga were large omnivorous cephalopods that hailed from the planet Vodran in the Si'Klaata Cluster. Although primitive, they were actually sentient, and some dianoga were sensitive to the Force.

Biology and appearance

Dianoga were sentient cephalopods characterized by seven suckered tentacles, an eyestalk, a mouth of sharp teeth, and several hearts. They could grow to a length of 7 to 10 meters. Their blood had a blue tint.

Although they could survive in the open air for short periods of time, dianoga were entirely dependent on water, lest they completely dried out.

While physically hermaphroditic, dianoga could choose to identify as female, diangous (the most common gender), or male. The mating process involved partners exchanging eggs with one another.

The normal skin color of a mature individual was a deep purple, but dianoga could change their color and patterns for active camouflage. They could notably turn black, gray, and even transparent. They also had the ability to regenerate lost limbs.

Dianoga were omnivores, feeding on smaller animals like fish and crabs, but also feed on bones and aquatic plants.

Society and culture

Dianoga had a primitive tribal culture. When they were not feeding, they often spoke a deep, complex humming language. Because its reverberations carried so completely in the water, that language scared away all nearby prey. Their people venerated water, which they called \"the Great Cleanser When It Was Time to Be Cleansed\", and believed in reincarnation.

History

Dianoga hailed from Vodran, a swampy planet located in the Si'Klaata Cluster. They shared their world with the sentient Vodrans, who usually stayed well away from the deeper wetlands.

Dianoga in the galaxy

At some point before the Battle of Yavin in 0 BBY, a female dianoga named Omi was captured by Vodrans, who handed her to members of the Galactic Empire en route to their new Death Star battle station. She was dumped into the Death Star's garbage masher 3263827, where she would feed on the organic materials that occasionally fell in. During the rescue of Leia Organa, Luke Skywalker first realized something was alive in the garbage compactor, but shortly after his realization, Omi dragged Skywalker underwater. Han Solo and Organa were unable to locate him, but the dianoga released him just before the walls began to close.

Experienced chefs could make grilled dianoga into a tasty breakfast dish, but overcooking it would activate the blood parasites in the fatty tissue, destroying the flavor.

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The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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The dianoga can make two attacks: one with its tentacles and one with its bite.

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Melee Weapon Attack +4, Reach 10 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target is grappled (escape DC 11). Until this grapple ends, the target is restrained.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

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\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

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The bogwing is considered to be a Medium animal for the purposes of determining its carrying capacity.

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The bogwing can make two claw attacks.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Yuuzhan Vong

The Yuuzhan Vong—\"Children of Yun-Yuuzhan\", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an aront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with theForce in order to use Vongsense.

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The warrior can't be aff\u0000ected or detected by force powers of 2nd level or lower. It has advantage on saving throws against all other force powers and e\u0000ffects.

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As a bonus action, the warrior can change the form of its amphistaff\u0000.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The warrior can make two melee weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Ranged Weapon Attack +5, Range 20/60 ft., One target. Hit : 5 (1d6+2) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 4 (1d4+2) kinetic damage.

The target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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The Alpha-class Advanced Recon Clones were a group of 100 Advanced Recon Clones created from Jango Fett's DNA by the cloners of Kamino. After completing standard flash training and accelerated growth, these clones were placed under the direct tutelage of Jango Fett. Under Fett's strict discipline they learned to use their fierce independence, innate creativity, and physical superiority in combination with their training in advanced weapons and vehicles to become virtual one-man armies. After completing their training, the ARC troopers were locked in stasis on Kamino until they were required.

Alternative weapons

For a more heavily armed ARC trooper. Switch out the WESTAR-M5 Blaster Rifle for a Blaster Cannon, Missile Launcher. or Rotary Cannon with the Recoil Dampener modification.
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The ARC trooper has advantage on saving throws against being frightened.

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Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

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On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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The ARC trooper has advantage on Wisdom (Perception) checks relying on hearing or sight.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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.

The ARC trooper makes three weapon attacks.

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Ranged Weapon Attack +10, Range 80/320 ft., One target. Hit : 11 (1d8+7) energy damage

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One target within range must succeed on a Dexterity saving throw (DC ) or take 16 (2d8+7) energy damage.

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Ranged Weapon Attack +10, Range 120/480 ft., One target. Hit : 12 (1d12+6) energy damage.

The ARC trooper loads and fires a grenade chosen from the options below, choosing a point within 60/240 feet. If the grenade is fired at long range, the saving throw is made at advantage.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 9 (1d4+7) kinetic damage.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

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The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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Trees were a type of plant found on many planets and moons throughout the galaxy. Some sentient species such as the Wookiees of the planet Kashyyyk and the Ewoks of the Forest Moon of Endor made their homes in the branches of trees. The subterranean caverns of Aleen housed a species of tree-like sentients, the Kindalo.

On Ahch-To, the birthplace of the Jedi Order and the location of the first Jedi Temple, a library existed inside of a uneti tree, containing Jedi knowledge.

During his life on Tatooine, trees were unimaginable to Luke Skywalker, who had never seen them in the landscape of the desert planet, however trees were found on Tatooine in the poles where the desert surface was much like a savannah. This explains how Tatooine has a breathable atmosphere, with oxygen.

Trees were of great importance in Wookiee culture. A saying in their native language of Shyriiwook was that \"The trees are life\", though this was only a rough translation.

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While the tree remains motionless, it is indistinguishable from a normal tree.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 23 (4d8+5) kinetic damage

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The Celestials

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.


The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.


The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.


The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races. Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the \"Ancient Masters,\" recorded that they were undone by curses unleashed by the Rakata, or the \"Soul Hunters,\" which they called the \"Gray Swallowing\" and the \"Hollowers of Beings,\" and further referred to them as the \"Faceless Mouths\" and \"Eaters of Worlds.\"\"


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, \"the Ones were what the Celestials become.\" Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could \"tear the very fabric of the universe.\"

","public":""},"alignment":"Chaotic Dark","species":"","type":"(humanoid) or Large (beast) force entity","environment":"","cr":22,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":41000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":["poison"],"custom":""},"dr":{"value":["cold","lightning","necrotic"],"custom":"Kinetic, Ion, And Energy Damage From Unenhanced Weaponry"},"dv":{"value":[],"custom":""},"ci":{"value":["blinded","frightened","poisoned","paralyzed"],"custom":"Exhausted"},"senses":"truesight 120 ft., passive Perception 18","languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0.5,"ability":"cha","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"ins":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"per":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","token":{"flags":{},"name":"The Son, Avatar of Power","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/sides/*.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"k0sXEYQqCJH0EQzX","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":260,"max":260},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":true},"items":[{"_id":"NWIxYmU5Nzk2Y2Jm","flags":{},"name":"Beast Form","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son can transition between humanoid and beast forms using a legendary action. While in beast form, the Son uses his Charisma modifier for attack and damage rolls when making a claw attack, and adds his Wisdom modifier to his AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"N2I0ZjQyYTk5ZmM1","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

While in his humanoid form, the Son adds his Charisma modifier to his AC.

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The Son's forcecasting Ability is Charisma, (power save DC 21, +13 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, shock (cast as a 17th level forcecaster), coerce mind 3/Day Each: dominate mind, fear, force lightning (cast as a 3rd level force power), siphon life

1/Day Each: force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NzJjZjUwMWY0YjVl","flags":{},"name":"Dark Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son has advantage against the saving throws against Dark force powers.

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When the Son rolls damage on a power or melee weapon attack, he can use his reaction to reroll a number of the damage dice equal to his charisma modifier (7). He must use the new rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"M2Q2OWVlYjRhMTI4","flags":{},"name":"Enhanced Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Son's force powers are considered Enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"OTMyYzgxMWY1M2Iw","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

If The Son fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"Y2ViZjQ3Y2I2NzA1","flags":{},"name":"Dark Lightning","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

When the son successfully deals lightning damage to a creature, he can activate one of the following effects as a bonus action (on his turn) or by using a reaction (on another creature's turn).

The target must make a Constitution saving throw (DC 21) and suffer one of the following effects (the effect is of the Son's choice, and he chooses the effect before the target rolls their saving throw):

1. Powerful Burst: On a success, the target is pushed 10ft, and on a failure, the target is knocked prone as well.

2. Lingering Burst: On a success, the target is shocked until the start of the targeted creatures turn. On a failure, the target is shocked until the end of The Son's next turn.

3. Stunning Burst: On a failure, the target is stunned until the start of The Son's next turn, and The Son is considered concentrating on this effect. On a success, the target suffers no effect.

4. Weakening Burst: On a failure, the target is paralyzed until the start of their next turn, and the Son is considered concentrating on this effect. On a success, the target suffers no effect.

5. Debilitating Burst: On a failure, the target is Blinded and Deafened until the end of the Son's next turn. On a success, the target is considered poisoned until the end of the target's next turn. In either case, the Son is considered concentrating on this effect.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YzIwOWUwODFlNTRi","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MDZlYjYxMTIzNzg4","flags":{},"name":"Multiattack (humanoid form)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

.

The Son can make two attacks using the shock at-will power.

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.

The Son makes three claw attacks.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 28 (6d6+7) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":11,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6+7","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"Zjc3MjJjNDJjNDYw","flags":{},"name":"Quick Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/283_-_The_Son_2C_Avatar_of_Power/avatar.webp","data":{"description":{"value":"

.

The Son can cast one of his at will force powers, or he can spend 2 legendary actions to cast any of his available force powers.

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.

The Son makes a claw attack.

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.

The Son moves up to his speed without provoking opportunty attacks.

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.

The Son transitions from a beast form to a humanoid form or vice versa.

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\"You look like nothing more than a Bantha herder.\"

\"And you look like an overgrown Kowakian monkey-lizard, so I guess looks don't count for much.\"

- Desann and Kyle Katarn

DesignationSemi-sentient
ClassificationReptilian
Average length0,7 meters
Skin color
  • Yellow
  • Brownish-yellow
  • Red
  • Green
  • Light blue
Hair color
  • Black
  • Dark brown
  • Light brown
  • Orange
  • Green
  • Purple
  • Light blue
Eye ColorYellow
Homeworld
Kowak
Habitat
Rain forests
Diet
  • Insects
  • Worms
  • Small rodents

Kowakian monkey-lizards were a bipedal reptilian species native to a jungle-like Outer Rim planet called Kowak. Although they had no established culture, Kowakian monkey-lizards were quite intelligent, and despite their silly, cruel nature, they were considered sentient by many sentientologists in the galaxy, although there was much debate over that designation. Standing roughly seventy centimeters tall, Kowakian monkey-lizards had small, spindly bodies, two large, floppy ears and a beak-like nose, with tufts of thick hair growing around their neck and on the tops of their heads. Some subspecies had long, prehensile tails.

Kowakian monkey-lizards were rarely found off their homeworld, although it was not uncommon to find a monkey-lizard in the service of a crime lord. One such individual was Salacious B. Crumb, a court jester on Tatooine for Hutt gangster Jabba Desilijic Tiure. Crumb perished along with his master when Jabba's sail barge was destroyed in 4 ABY. At least one Force-sensitive monkey-lizard was known to exist—a mutated Dark Jedi named Picaroon C. Boodle, who served under Jerec. Pic was ultimately killed by Rebel agent Kyle Katarn above the Sulon Star.

Biology and appearance

Kowakian monkey-lizards were reptilian bipeds, with thin, almost twig-like limbs, and a small, triangular head atop slender shoulders. They had two large, highly sensitive, floppy ears, which curved backwards and narrowed into a thin, hairy point, and often had several small holes in them, though not always. Some monkey-lizards wore piercings in those ears. In place of a nose, monkey-lizards had a wide, hooked, dark-colored beak, like that of a reptile, which could be opened to reveal a large, toothless mouth. In some specimens, that beak was a different color from the rest of the body, even having two shades, such as white and black. They had two wild, yellow eyes, which were usually very close to each other, although that feature varied. Their skin color was typically a light brown or tan color, though some had red, green, blue, or yellow skin, or even a combination of two of those hues. A particular monkey-lizard might exhibit different-colored markings around the eyes.

Each monkey-lizard had tufts of thick hair growing around their neck, resembling a ruff, on the tops of their heads, and at corners of their jawbones. Some also had a tuft at the tip of the tail. The color of that hair varied: it was usually black or dark brown, though a lighter brown, green, purple, as well as a slightly orange shade were also known to exist. Kowakian monkey-lizards generally had long, thin tails, though some variants of the species had no tail. Their limbs ended in three spindly digits that sported sharp talons. Immature monkey-lizards were once described by Darth Vectivus as being the \"ugliest larvae in the galaxy\".

Society and culture

\"Swing it, little monkey-lizard!\"

- Fode

Monkey-lizards resided mainly in large tree nests, and enjoyed swinging through the green rain forests of Kowak. Their diet consisted largely of various insects, worms and small rodents. They ate quite regularly, as their small bodies required much nourishment. They were also scavengers, choosing to eat carrion instead of fresh meat or vegetables. Rotting flesh was quite unhealthy to eat, so many in the galaxy speculated as to why they chose it: theories included that they preferred to have others do their work, or they wished to avoid predatory animals.

Monkey-lizards were extremely destructive and curious, and loved to explore, rarely leaving the packs they moved around in for protection against predators. They often used their ceaseless, loud laughter to scare off any potential attackers. They traveled in groups, making as much noise as possible in an attempt to intimidate other creatures in the jungles. After finding a corpse, monkey-lizards spent time fighting over the food instead of sharing it. Kowakians were known to be extremely cruel and mean-spirited to both other monkey-lizards and to members of other species. They had a clear sense of mischief and humor, and were known to mock others, laugh at them, and even fling objects towards them simply because they found it amusing. They were able to perfectly mimic almost any language, and according to certain studies, communicate in those languages if they wished. Monkey-lizards were also known to laugh at appropriate times during conversations, and could often repeat back what they heard fairly accurately.

Members of the species could attack even larger foes, like Humans, by climbing onto them; clawing, and biting. For instance, a monkey-lizard might latch on to a foe's face and scratch it, or the monkey-lizard might bite the opponent's leg. Some even exhibited the ability to wield melee weapons in combat, such as knives. Members of the species could move quickly, shambling about on all fours and climbing rapidly over intervening obstacles.

The sentience of Kowakian monkey-lizards was a highly debated topic among the greater galactic scientific community. The issue was never officially decided, though many declared them sentient; they believed this as although monkey-lizards were cruel, they were also quite intelligent.

Monkey-lizards had very little culture or structured society to speak of. They had a sort of hierarchical boundary within each group of nests, with the oldest female acting as leader. Each monkey-lizard was given a specific role: some were assigned to gather food, others would maintain the nest, while yet others scouted for predators. Nothing was known about how the monkey-lizards reproduced; in the wild, monkey-lizards usually chased away those who attempted to study them and their behavior, and those in captivity had to be separated from other members of their species due to the noise levels they exhibited when left together. Sentientologists estimated that monkey-lizards laid eggs as a group about once a year, with only a few of the eggs surviving to hatch.

History

Monkey-lizards played no real part in galactic society; they rarely left their homeworld and were considered too wild to be let loose in proper society. Various scientists had attempted to study them in the wild, but all of these attempts proved fruitless; the monkey-lizards did not take well to being observed. A group of University of Coruscant zoologists once visited Kowak hoping to conduct a study on the planet's spindly inhabitants. The zoologists noted that at first the monkey-lizards were apprehensive towards them, and seemed to be trying to keep to themselves. After about a week of being watched from afar with macrobinoculars, the monkey-lizards began to wander into the group's camp, inspecting their equipment and looking around. The zoologists eventually began to offer the creatures some of their food; that was when the Kowakians's cruel streak emerged. They hid a snake in one of the zoologist's bags, destroyed their expensive equipment, ate all their food, played in their tents and even left barrels of water on top of branches, pouring their contents down on anyone who walked below. The zoologists had no choice but to leave the planet. The Shi'ido anthropologist Mammon Hoole included an entry on the species in his publication The Essential Guide to Alien Species.

Kowakian monkey-lizards in the galaxy

\"You're not going to trust this…this…\"

\"Hutt Slime?\"

\"Kowakian monkey-lizard?\"

- CS-2207 helping Ahsoka Tano and CT-7567 to insult Cad Bane by using the name of the species

Early on in the galaxy's history, Kowakian monkey-lizards were rarely, if ever found offworld. Despite that, they occasionally wandered onto a visiting ship and could end up almost anywhere. For instance, the swamps of the planet Baroonda were home to a sizable monkey-lizard population.

Later on, a large number of monkey-lizards were found in the galactic underworld, often tied to criminal organizations. That was due both to their ability to repeat things exactly as they heard them, as well as the fact that they made excellent spies. Although monkey-lizards were quite popular with some among the upper classes, who kept them as pets for their own amusement, they were usually frowned upon in civilized society; likely because it was impossible to train a monkey-lizard, regardless of the time and effort expended on the attempt, or even the method used. Monkey-lizards bought as pets were usually sold on after their owners realized that they couldn't control them, although some could grow to be loyal pets, such as in the case of Eeetch and Skreech. Their owners often complained of how they had a tendency to smash valuable items, deface art and furniture, and rummage through garbage compactors. Most people thought monkey-lizards were extremely obnoxious, and it was considered an insult to call someone a Kowakian monkey-lizard. Monkey-lizards who were taken as pets became extremely lazy, and they usually starved if returned to the wild. The monkey-lizard Gibberous Crumb was raised by a Hutt, but was abandoned by its master and entered the care of the Oblee crime lord Nirama, who considered Crumb to be an annoyance. The Hut, a hangout for Podracer pilots in the latter years of the Galactic Republic, had a house monkey-lizard who played instruments.

During the Clone Wars, monkey-lizards named Pilf Mukmuk and Pikk Mukmuk were part of a gang of pirates led by the Weequay Hondo Ohnaka, who kept the creatures around due to his amusement at their penchant for laughing at inappropriate times. Pilf Mukmuk was the most famous monkey-lizard in the galaxy at the time. Although he lived on the planet Florrum, Mukmuk used his small size to infiltrate secure locations, such as ventilation ducts. Indeed, on one occasion, Ohnaka had Mukmuk smuggle a sedative into the ventilation system of Anakin Skywalker and Obi-Wan Kenobi's craft; the drug knocked them out. Meanwhile, Muk Muk monkey accompanied Ohnaka to the planet Felucia on a mission to rob the local farmers of their valuable Nysillin crops. When Ohnaka met resistance from the locals and their Jedi and bounty hunter allies, Muk Muk monkey helped the pirate fight Anakin Skywalker by manning the WLO-5 speeder tank Skywalker and Ohnaka were standing on as they fought. The monkey-lizard's shots managed to kill the bounty hunter Rumi Paramita, but Skywalker was able to hold off the pirates until they escaped. Ohnaka's gang sometimes staged fights between their pet monkey-lizards at their base on Florrum.

Also during the Clone Wars, Togruta Padawan Ahsoka Tano encountered a monkey-lizard named Muk Muk Monkey, who was accompanied by a pair of Weequay outside a bar in Coruscant's slum district G17. Another monkey-lizard engaged in a knife fight with a momong on the planet Zygerria when a group of Jedi and their clone trooper captain, CT-7567, arrived to investigate a kidnapped colony of Togruta. Such encounters led the Jedi Master Yoda to declare monkey-lizards possibly the most annoying species in the galaxy, albeit one not to be underestimated.

In very rare cases, a monkey-lizard served as a mechanic or engineer; one such being once repaired Boba Fett's armor at a workshop in Ma'ar Shaddam. He was later killed by Risso Nu. A Kowakian monkey-lizard also served as a companion of the famous pirate known as Reginald Barkbone, and another was known to occupy StarForge Station.

Picaroon C. Boodle, or Pic for short, was the only known Force-sensitive monkey-lizard. Early in his life, he traveled the galaxy with a smuggler named Az-Iban; however, sometime during the reign of Emperor Palpatine he was quarantined on Eriadu after being suspected of suffering from Cyborrean rabies. He eventually came into Imperial custody, and because of his Force-sensitivity, he was used as a research subject by Imperial scientist Tuzin Gast. Pic, as well as a Gamorrean named Gorc, was a subject in the experimental Project Chubar. Eventually, the two creatures were transferred to the service of Dark Jedi Cronal, who wanted two Force-sensitive \"animals\" to run tests on. Cronal used Sith alchemy on the two \"animals,\" until they became mutated Sithspawn, sharing each other's genes and personality, as well as having a link in the Force. The two mutants worked well as a team, and developed a friendship of sorts, with Pic looking out for the dim-witted Gorc's safety. The two joined Jerec's group of Seven Dark Jedi, who aimed to discover the lost Valley of the Jedi. Kyle Katarn foiled the group's plans, killing Gorc aboard the Sulon Star. Pic was devastated by this, and attacked Katarn with his Sith dagger in a frenzy, before having his head bashed in by the Jedi.

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The monkey-lizard has advantage on attack rolls against a creature if at least one of the monkey-lizard's allies is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

Assassins

Members of the profession are referred to by many euphemisms and epithets: \"problem solvers\" in the Corporate Sector Authority, \"exterminators\" in the Outer Rim Territories, and \"slayers\" in the Core Worlds. Whatever their name, most professional assassins are concerned solely with credits, though some kill for political or religious reasons, or merely for love of killing. This makes assassins simultaneously the best- paid and most-despised members of the galaxy's underworld.

Though assassination is illegal on most planets, on some, such as Umbara, assassinations are a relatively normal part of society. 

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During its fi\u0000rst turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDU4MzJhNjZkMTUw","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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.

The assassin makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NjkxZjc1NDdiZjA0","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/420_-_Assassin/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmRjMmM3MmNjOWU4","flags":{},"name":"Hold-out","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/420_-_Assassin/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 5 (1d4+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"kV74kUBv2BH4wkTL","name":"Voxyn","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"natural armor"},"hp":{"value":170,"min":0,"max":170,"temp":0,"tempmax":0,"formula":"20d10+60"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":170,"min":0,"max":170},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"Voxyn. They hunt us.\"

- Tesar Sebatyne

DesignationNon-sentient
ClassificationReptile hound
Average height1 meter
Average lengthOver 4 meters
Skin color
  • Black
  • Green
Eye colorYellow
Distinctions
  • Poisonous barbed tail
  • Spitting acid
  • Sonic screeches
  • Disease-infested claws
  • 8 legs
Average lifespanAbout 3 months, if without a certain nutrient from Myrkr
Habitat
Multiple
Diet
Carnivorous

Voxyn were a genetic cross between a fero xyn and a vornskr—both deadly predators—shaped into being by the sentient Yuuzhan Vong species. Designed to hunt and kill the Force-sensitive Jedi of the galaxy, which the Yuuzhan Vong were invading, the reptilian hounds were all clones of the voxyn queen, the only successful cross between the vornskr and the fero xyn. As they were made to kill Jedi, the voxyn could sense Force-sensitives through the Force and had a variety of deadly abilities and tools at their disposal: sonic blasts, flesh–melting acid, disease–coated claws, and a poisonous barbed tail. After creation, voxyn were typically trained by the Yuuzhan Vong aboard the worldship Baanu Rass over the world of Myrkr to hunt Jedi in a multitude of environments as well as how to avoid various hazards. Measuring a meter high and over four meters in length, the carnivorous voxyn were fast and agile on their eight legs.

In existence by 27 ABY, in the midst of the war between the Yuuzhan Vong and the New Republic, the voxyn quickly killed many Jedi on numerous worlds, becoming a great source of concern to the New Jedi Order. The Jedi focused on dealing with this threat by dispatching a strike team to Myrkr, where the voxyn queen had been located. In the Myrkr system, the team boarded the Baanu Rass, where, although taking heavy casualties, it managed to kill the voxyn queen and put a stop to the cloning of the voxyn, preventing any more of the beasts from being created. Because of the beasts' short life spans and their inability to reproduce, this spelled the end for the voxyn, and they began to die off. Despite the diminishing voxyn numbers, the Yuuzhan Vong continued to use them on critical missions, with the last voxyn perishing in the Treskov system in 28 ABY.

Biology and appearance

Yuuzhan Vong creations

\"Voxyn?\"

\"Yuuzhan Vong monsters, Jedi-killers. Stay away from anything that looks like an eight-legged reptile. Far away. These things spit acid and screech blastwaves. Maybe they do worse.\"

- Commander Gavin Darklighter and former politician Leia Organa Solo

Created by the sentient Yuuzhan Vong species, voxyn were a genetic cross between a fero xyn, a ferocious hunting animal from the Yuuzhan Vong's homeworld of Yuuzhan'tar, and a vornskr, a hound that was native to the planet Myrkr. All voxyn, save for the voxyn queen, were physically identical, as they were all clones of the queen, which was the first voxyn to have ever been created by the Yuuzhan Vong. The cells of voxyn deteriorated at a rapid rate if they were not exposed to a nutrient from the planet Myrkr, and as such, voxyn in other parts of the galaxy typically did not survive for more than a few months after their release. Although voxyn could lay eggs, these were sterile. As such, the creatures could not naturally reproduce, so they relied on Yuuzhan Vong cloning to maintain a population. Once a voxyn's cells started to deteriorate, the scales lost their color and flaked off; the creature's movements would then become listless as it lost energy, and its eyes would become filmy.

Standing about as high as an average Human's waist, at one meter, mature voxyn measured over four meters in length and were reptilian in appearance. A pair of oval yellow eyes were located on the voxyn's flattish head, which had a broad snout over six inches long filled with fangs, and its lithe body was covered in black or green scales and sported eight legs with claws. The creature's eyesight in poorly lit areas was particularly good, as voxyn eyes could see twice as far as normal in low light, as well as being able to distinguish colors in dimly lit areas. Voxyn torsos possessed a gut, stomach, and a rib cage that protected the internal organs. The voxyn body gave off heat, allowing it to be tracked by beings who had access to the infrared spectrum. The paws of the legs were round, and the toe pads housed a hundred deadly retroviruses, whose medium was the green slime that covered the voxyn's claws.

A series of sensory bristles ran down the creature's spine, and the voxyn also possessed a whip-like tail that had a white barb on it. A voxyn's tail was poisonous, a trait passed on by the vornskr, and the poison would cause swelling and make most creatures' flesh red for one to six days. The tail's barb could also be used to deliver a neural shock. The sensory bristles along the spine were coated with a powerful neurotoxin. According to the shapers who designed the voxyn, the effect of the sensory bristles' neurotoxin was not the same on all species. Some of those affected fell into convulsions and then into an endless sleep, while others weakened over many hours before losing the ability to breathe or swallow; yet others drowned in their own saliva.

Voxyn also had long, forked tongues and were able to shoot from their mouths via an efflux tube a jet of brown, acid-like saliva that burned anything it touched. This saliva could kill a humanoid easily if it landed on vital spots like the face, and some voxyn drooled this saliva when not in combat. The creatures were also armed with the ability to emit a sonic blast from their snouts, and this blast sent a compression wave that could temporarily disable a person's hearing, make them feel nauseous, and shatter eardrums. Voxyn blood was purple in color and, when exposed to air, became a neurotoxin that smelled like smoke and ammonia and had a detrimental effect on humanoid lungs that could take over a day to fully heal. Voxyn were also fast and agile on their feet, able to jump to great heights, and could swim in water. Additionally, voxyn could submerge themselves underwater for extended periods of time, though the blast effect of a concussion grenade could stun them while they were underwater and cause them to rise to the surface.

Resilient Jedi hunters

Voxyn were designed to hunt Jedi, beings who were sensitive to the Force. As such, voxyn possessed the ability to sense Force-sensitives like Jedi through the Force, an ability that vornskrs shared. Voxyn were unlike the rest of Yuuzhan Vong–created organisms in their ability to sense the Force, as members of the Yuuzhan Vong species and their other creations were completely devoid of the Force and could not touch it in any way. Even if the Force-sensitives diminished their presence in the Force, voxyn could still sense them, preventing Jedi from hiding from the hounds.

Jedi could sometimes feel voxyn through the Force as well, registering the creatures as a hungry or feral presence. Through the Force, voxyn could sometimes sense the emotions of Force-sensitives, and, occasionally, Force-sensitives could sense other things about voxyn rather than just the creatures' hunger. However, voxyn could, if they wished, hide their presence from Force-sensitives, preventing them from being able to detect the voxyn. Force-sensitives skilled with animals could sometimes convince the voxyn via the Force to do certain things by imparting ideas to them, such as attacking their Yuuzhan Vong minders, though this was difficult to do.

The genetically-created creatures were remarkably durable and difficult to kill, due in part to their ability to heal quickly. Voxyn could survive being pinned beneath a metal bulkhead, even if their torso was crushed almost flat. Additionally, they could survive the blast caused by thermal detonators and could function well even with the loss of limbs and chunks of flesh. A Jedi's lightsaber, which could typically cut through most things, had trouble cutting through a voxyn's foot, though a lightsaber could still kill a voxyn. The creatures' scales could also occasionally deflect a blaster bolt. When exposed to decompression, voxyn were able to make scale cocoons that allowed the creatures to survive for a time in vacuum, as long as they went into a deep hibernation. However, if voxyn remained in a vacuum too long, they would freeze to death, with every cell in their bodies bursting.

Behavior

Intelligent trackers

\"Four Jedi have died already. Your voxyn are proving most effective.\"

- Senator Viqi Shesh, to Warmaster Tsavong Lah

Although voxyn were classified as non-sentient, they were quite intelligent and possessed a natural cunning. They were smart enough to tap the activation stud of a lift tube if they wanted to use it and could occasionally sense when a trap was being laid for them, which would make them cautious. Voxyn were taught during their training to avoid both triggered traps and dangerous hazards, such as fire, to make them more effective hunters. However, voxyn occasionally had to be guided by their Yuuzhan Vong counterparts when inside unfamiliar locations, such as the interiors of residential areas, and voxyn who were confused by such conditions were considered useless to the Yuuzhan Vong. Voxyn learned from their mistakes if they survived their initial error, making them even better predators. However, unlike the voxyn queen, her clones were not cunning enough to use their surroundings to create advantages for themselves. Temperament-wise, Human Senator Viqi Shesh from the New Republic believed that voxyn were vicious in nature and enjoyed hurting things.

Voxyn had no fixed habitat, as they were taught versatility by their Yuuzhan Vong creators on the Baanu Rass worldship, and they learned to hunt in almost every habitat imaginable that existed in the galaxy—the target of the Yuuzhan Vong invasion. Voxyn could therefore survive and hunt effectively on a vast number of worlds, such as Kuat, Chiron, and Corellia. They were also comfortable hunting in and around mechanical objects, despite the aversion most Yuuzhan Vong had to them, as voxyn were conditioned from birth to be able to hunt Jedi anywhere. The creatures were carnivorous and would eat ysalamir, humanoids, and even lone Yuuzhan Vong. Food eaten by voxyn eventually reentered the environment as droppings. Feral voxyn aboard the Baanu Rass laired in a series of caves near the best source of food, which was the city of the slaves on the worldship.

Like the fero xyn, voxyn could be controlled by Yuuzhan Vong warriors and would obey commands given to them by their keepers. All voxyn, save the voxyn queen, were trained to stalk Jedi; the queen herself was trained to preserve her own life, to ensure the survival of voxyn as a species. The creatures typically hunted in packs of four when they tracked Jedi or Force-sensitives for the Yuuzhan Vong. Warriors were in enough control of voxyn that they could have the beast stay stationary while the Yuuzhan Vong tortured other individuals with the variety of dangerous abilities that the creatures possessed, such as their saliva. Specialized Yuuzhan Vong, known as voxyn handlers, usually accompanied voxyn packs, and the beasts would tolerate the leashes that the handlers sometimes put on them, though they would still snap at the handlers if they came too close. If a voxyn was close to its prey, it would sometimes break free from the handlers to attack its target.

While looking for the trail of a Jedi or other Force-sensitive, voxyn typically swept their heads from side to side and sometimes howled when they first sensed a Jedi or other Force-user. While hunting for Jedi, voxyn would occasionally circle other non–Force-sensitives to investigate them and would cock their heads at loud noises. Voxyn also licked the air with their tongues while on the hunt and would keep their eyes fixed on the floor while their tails waved about if they had located a Force-sensitive and were following it. The creatures were resilient in their hunting, and Jedi found them difficult to deter from their tails. Additionally, voxyn continued to hunt their prey even after sustaining heavy injuries, such as the loss of limbs. Hunting Force-sensitives filled voxyn with energy, and the listless voxyn who were nearing the end of their life-spans would shake off their lethargy when they sensed prey. When entering combat with a Force-sensitive or other enemy, voxyn liked to open with a sonic screech over any other attack. Occasionally, voxyn used their acid to melt holes in which to hide.

Feral voxyn and behavioral idiosyncrasies

\"The shapers cannot understand why, but ysalamiri drive voxyn mad. The voxyn lose their natural cunning. In experiments similar to this, I have seen them tear their own legs off to get the ysalamiri.\"

- Commander Duman Yaght

In the event that the Yuuzhan Vong lost a voxyn, the creature could still survive on its own, and it became feral. Even feral voxyn would attack and harass Force-sensitives, despite not being ordered to do so. Though they were able to create a cocoon to survive the depressurization of vacuum, voxyn sometimes panicked when they suddenly lost the ability to breathe air.

For a reason that the shapers who created the voxyn could not understand, voxyn hated ysalamir, creatures that were able to repel the Force. Voxyn lost their natural intelligence when ysalamiri were near and would try to eat the creatures; during experiments in which voxyn's legs were bound to the ground with blorash jelly and a ysalamir was placed out of reach in front of them, voxyn would sometimes tear off their own legs to get at the other creature. When certain voxyn could not reach the ysalamir to eat it, they would eventually resort to killing it. Some Yuuzhan Vong warriors gave ysalamiri to voxyn as treats.

Even though voxyn were sterile and could not reproduce, some feral voxyn still created nests and guarded them in a territorial style, bringing in corpses to the nests to feed the young that they would never have. Voxyn would not leave their nests unless they felt threatened and defended the nests from both other voxyn and beings not from their species, though nesting voxyn were more inclined to stay in their nest than attack a passerby unless otherwise provoked. In some instances, voxyn would starve themselves to death rather than leave the nest to hunt. While guarding a nest, agitated voxyn would ruffle their neck scales and scratch the ground. Those voxyn without nests became excited if they found fresh corpses while hunting that could potentially nourish their young, and they would drag them back to a voxyn nesting area.

History

Creation

\"They're cloning the voxyn!\"

\"Why would they do that? Would it not make more sense to breed them?\"

\"Perhaps. Unless they have only one.\"

- Jedi Cilghal and Tenel Ka Djo deduce the existence of the voxyn queen

In the year 25 ABY, the sentient Yuuzhan Vong, who were gifted in the use and creation of biotechnology, invaded the galaxy of the New Republic. In what came to be known as the Yuuzhan Vong War, the invading species came into conflict with the Force-using Jedi Knights and, seeing them as worthy adversaries and thus a problem, began working on a project designed to destroy them, of which Master Shaper Yal Phaath was placed in charge. Shortly after the Yuuzhan Vong captured the Jedi–controlled moon of Yavin 4, the Yuuzhan Vong shapers became aware of the vornskrs of the planet Myrkr, who were able to detect the Force.

The project was subsequently moved to Myrkr, and a decaying worldship, the Baanu Rass, orbiting the planet was used as the base of operations. After traitorous New Republic Senator Viqi Shesh provided the Yuuzhan Vong shapers with multiple vornskrs, Phaath and his shapers began to attempt to shape the vornskr into something that could hunt Jedi for them. The initial experiments with just vornskr genetic material proved only partially successful, as the resulting beast was not ferocious enough. However, after the genes of the fero xyn were added, as the fero xyn was the closest genetically to the vornskr, the perfect beast was created after a few failed attempts: the voxyn queen. However, because she was unable to reproduce and the shapers could not replicate their success with the queen, Phaath and his shapers were forced to clone the beast to be able to supply pack upon pack of voxyn. In cloning the voxyn queen, voxyn-growing vines submerged in a hydroponic pool were used to create immature voxyn.

After creation, voxyn were taught to hunt Jedi on special training courses on the Baanu Rass that prepared the creatures for the galaxy at large. Numerous different training facilities, each shaped to look like a different location in which voxyn could hunt Jedi, conditioned the creatures, and the Yuuzhan Vong used captured Force-sensitives to help train the new beasts. In addition to training the voxyn how to hunt almost anywhere, the Yuuzhan Vong added hazards and traps to the courses to teach the beasts how to avoid them. Some of these traps just triggered alarms, but a few killed or injured the voxyn who triggered them. Besides serving as the site where new voxyn were trained to hunt, the Baanu Rass was also the location of the shaper grashal structure, which was the home of the voxyn queen, who had to remain near Myrkr so that it could have access to the nutrients that kept it alive. Much of the Yuuzhan Vong's future plans relied on the success of the voxyn cloning program.

Jedi-killers

\"Eelysa. Something caught her.\"

\"Something?\"

\"This one doesn't know. But she is gone. Eelysa is no more.\"

- Jedi Knights Saba Sebatyne and Luke Skywalker, after a voxyn kills Eelysa

By 27 ABY, voxyn had been introduced to the galaxy and were deployed on a multitude of worlds, ranging from Corellia to Kuat. Typically used in conjunction with a group of Yuuzhan Vong warriors, voxyn searched for the presence of Jedi and other Force-sensitives on planets, moons, and refugee starships, such as the Nebula Chaser, after the Yuuzhan Vong–allied Peace Brigade organization became aware that the Jedi commonly used those vessels to transport themselves. Voxyn were quite successful in hunting and killing Force-sensitives, and many Jedi fell to the beasts, including the Chironian Lusa and the Human Eelysa. There was even a failed attempt to smuggle voxyn onto the New Republic's capital of Coruscant so that those hunters might be able to slay the Jedi leaders located there. Because the voxyn could not reproduce on their own, a small contingent of Yuuzhan Vong warriors attempted to get voxyn to mate with vornskr on Myrkr.

The threat of the voxyn drew the attention of the New Jedi Order. After the Jedi discovered that the Yuuzhan Vong relied on the voxyn queen to create more voxyn and that the queen's current location was near Myrkr, a strike team was made to deal with the voxyn. The strike team, led by Jedi Anakin Solo, managed to commandeer the Yuuzhan Vong frigate Exquisite Death and took it to the Baanu Rass worldship. After inserting itself aboard the worldship, the Jedi team was harried by both the pack of voxyn that accompanied Executor Nom Anor and his warriors as they tried to stop the team and the feral voxyn that dwelt on the Baanu Rass.

Despite taking heavy casualties—the engagement saw the death of Anakin Solo and the capture of his brother, Jacen—the Jedi team managed to slay the voxyn queen. In addition, Anor failed to prevent the destruction of organic tissue samples that had been taken from the voxyn queen, which would have allowed the Yuuzhan Vong to clone more voxyn. With the queen destroyed, no more voxyn could be created to hunt and kill Jedi, and the short life span of voxyn meant that the species' numbers began to dwindle.

After the queen's fall

\"I have six remaining voxyn, Dread Lord. Let me take one or two out, and if there are Jeedai involved in this business, the voxyn will find them and tear them!\"

- Warmaster Tsavong Lah, to Dread Lord Shimrra Jamaane

Shortly after the death of the voxyn queen at Myrkr, Jaina Solo, who had been on the strike team, painted a pair of running voxyn on her X-wing starfighter while she was fighting at the planet Borleias. She did this in an effort to further confuse the Yuuzhan Vong fighting her by adding to her persona of the Trickster Goddess. Though the voxyn were dying off and many were ill and weak, the Yuuzhan Vong continued to use the surviving voxyn to hunt down Force-sensitives, as the beasts were still dangerous. After the Yuuzhan Vong captured the planet Coruscant from the New Republic, Warmaster Tsavong Lah dispatched a unit of warriors and one of the remaining packs of voxyn to hunt down a group of Jedi that had infiltrated the Yuuzhan Vong's planetary defenses. However, all the voxyn in the pack, as well as many warriors, fell to the blades of Lord Nyax, a powerful user of the dark side of the Force who was stalking the lower levels of Coruscant.

As increasingly more voxyn died off, the Yuuzhan Vong began to treasure the beasts more and attempted to protect them when they could. By 28 ABY, only six voxyn remained, and these were controlled by Lah. The warmaster brought these voxyn with him when he led multiple battlegroups to engage New Republic forces at the Deep Core Treskov system. However, the battle in the Treskov system was a trap designed by the New Republic's strategist Gial Ackbar. After the battle began to take a turn for the worst for Lah and his forces, he took his voxyn and his Battle Group of Yun-Yuuzhan to the natural satellite of Ebaq 9. The warmaster hoped to hunt the Jedi in the New Republic's base there as a last ditch offensive, and he landed his voxyn and troops on the satellite.

However, while fighting in the tunnels of the base, three of the voxyn were killed by the actions of the Jedi, namely Jacen and Jaina Solo, and the others were killed when the Fosh Vergere crashed a stolen RZ-1 A-wing interceptor into the main shaft head of the base. The impact and resulting fireball sucked all of the air out of the tunnels, killing the last voxyn and almost all the warriors in the tunnels, with Lah perishing on Jaina's lightsaber blade soon after. Thus, the last of the voxyn were killed.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage plus 13 (2d12) acid damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 19 (4d6+5) kinetic damage plus 21 (6d6) poison damage.

If the target is a creature it must also make DC 16 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

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The Voxyn emits a sonic howl from its snout. Creatures within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 32 (5d10 + 5) Sonic damage, be stunned for 1 minute, and is deafened. Takes half damage on a successful save. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The assault specialist rerolls a failed saving throw.

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As a bonus action, the specialist can regain 20 hit points.

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The specialist deals an additional 1d6 damage when it hits with any attack (included).

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When the specialist hits a target with an attack, the attack does an additional 1d4 damage and the target must make a DC 17 Strength saving throw or be pushed 15 feet.

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Any time the assault specialist makes a saving throw, it can roll 1d6 and add it to the total.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The assault specialist makes three attacks with its assault cannon or vibroblade.

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Ranged Weapon Attack +11, Range 80/320 ft., One target. Hit : 10 (1d10+5) energy damage plus 3 (1d6) energy damage

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The assault specialist sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 19 Dexterity saving throw, taking 14 (1d10+1d6+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 6 (1d8+2) kinetic damage plus 3 (1d6) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d10+2) kinetic damage plus 3 (1d6) kinetic damage

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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The gladiator has advantage on saving throws against being frightened.

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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The gladiator makes two vibroblade attacks and one shield bash.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries. 

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

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

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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.

The spy makes two weapon attacks.

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Organization type
Trooper Variant (Heavy Trooper)

Affiliation

Galactic Empire (Stormtrooper corps)

Coastal defender stormtroopers, more commonly known as shoretroopers, were a specialized variant of the Galactic Empire's stormtroopers trained and equipped for combat in tropical environments. Stationed at the top secret Imperial security complex on the tropical planet Scarif, shoretroopers patrolled the beaches and bunkers of the facility. Shoretroopers operated effectively as sergeants which allowed them to command small squads of regular stormtroopers. One of the notable aspects of coastal defender stormtroopers was that the position they serve in was rotational (temporary); subject to rank (skills and qualification) and operational demands (open positions due to mobilization or transfers). On a galactic scale, shoretroopers as a whole were scarce, as the conditions for necessitating their employment were less frequent, as few stations or garrisons were located on coastal/tropical planets.

Shoretroopers wielded both the E-11 blaster rifle and the upgraded E-22 blaster rifle while stationed on Scarif. They also carried a thermal imploder, a highly explosive grenade that was used to destroy SW-0608, an imperial cargo shuttle the Rogue One team used to bypass the Empire's space station in orbit over the world.

Del Meeko served as a shoretrooper prior to becoming a TIE fighter pilot. Several Shoretroopers were stationed on the ocean planet. They later came into conflict with rebel leaders Leia Organa and Luke Skywalker after they crashed on the world. A type of shoretrooper was the Heavy Shoretrooper, who specialized in heavy weapons.

Armor

There were at least three distinct ranks of shoretroopers, all with unique armor markings. Regular shoretroopers featured sand colored armor, with a red band around their right arm and a white stripe around their left shoulder guard. Squad leaders were identified by a sand blue stripe that went along the top of their chest plates and onto the top of their shoulder guards. Squad leaders also sported a kama attached to their belt. Shoretrooper captains had almost all of their chest plates blue, along with a small plate of armor that was on their left side. Their right shoulder guard was sand colored, but their left shoulder guard was all sand blue, save for the white stripe. Further down the same arm, there were stripes of sand blue and yellow. They also had limited or no upper leg armor for swifter movement in battle, similar to Scout troopers. Although their armor had more capabilities than standard Stormtrooper armor, it proved no stronger, as shown on Scarif. Shoretroopers were also known to use different armor load-outs or weapon configurations based on the conditions of where they were stationed or serve.

For general information about troopers, see Trooper

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.

The trooper makes two blaster rifle or stock strike attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MDM1NWI2MTk5MzUw","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/041_-_Trooper_2C_Shore/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000},{"_id":"YWE1OGQ2ZTQ4NWQ4","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/041_-_Trooper_2C_Shore/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5ft., One target. Hit : 3 (1d4+1) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+1","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"ZmQyNjExOTY1ZmY4","flags":{},"name":"Thermal Grenade (1/long rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/041_-_Trooper_2C_Shore/avatar.webp","data":{"description":{"value":"

.

The shore trooper throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire and 2d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

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\"With this knowledge, I can unleash the dark side energies that swirl invisibly around us, even to shatter the fabric of space itself. In this way, I have created storms.\"

- Darth Sidious, in a recording from The Book of Anger

Alternate names
  • Energy storm
  • Emperor's hyperspace wormhole
ClassDark side of the Force
Area
  • Control
  • Sense
  • Alter

Force storm was a volatile dark side Force power capable of creating hyperspace wormholes that were able to displace objects across vast distances and tear apart the surfaces of entire planets. Storms were incredibly difficult to control once unleashed and required mastery in many different Force disciplines.

A Sith artifact called the Darkstaff was known to have created one of these storms during a critical battle in the New Sith Wars. The storm annihilated the Dark Lord Darth Rivan's Battlelord army and transported him not only through space, but forward in time as well, to the Light and Darkness War, where the Sith Lord met his fate. Darth Sidious discovered the technique almost a thousand years later. He described it in The Book of Anger, the first volume of his Dark Side Compendium. He used the technique six years after his first death at the Battle of Endor to capture the Jedi Knight Luke Skywalker from Coruscant. Sidious's pride and confidence in the ability eventually proved fatal during the Battle of Pinnacle Base when he lost control of a storm and was consumed by it.

Description

\"…A storm—but not caused by anything natural.\"

- Luke Skywalker

One of the most powerful known Force abilities in existence, Force storm was capable of violently destroying the fabric of the space-time continuum by opening dimension-altering rifts in the universe. The power allowed a Force-user to generate unique hyperspace wormholes, violent blue vortices of Force energy known as Force storms, anywhere from less than one hundred meters to over one kilometer in diameter. Force storms could devastate the surfaces of entire planets and consume whole fleets of starships. Storms could also safely transport living beings across the galaxy in a short span of time and, if used in conjunction with certain Sith artifacts, could send a being forward in time.

The creation of a Force storm required the user to concentrate an almost palpable degree of anger and hatred into a tangible manifestation of dark side power. There was considerable danger involved in the generation of a Force storm; those who could not control what they had unleashed were often themselves consumed and destroyed. If the person generating the storm was killed, the storm dissipated in minutes. Storms could also be conjured across great distances. Darth Sidious was able to send one storm over thousands of light-years from Byss to Coruscant. Before being able to successfully create and control Force storms, a potential user had to be extremely proficient in the ways of the Force, including instinctive astrogation.

Applications

\"What is it?\"

\"Some kind of wormhole, opening up in space. It's huge! Fifty times the size of our ship! Energy readings are off the scale!\"

\"This is the Antares Six calling the Millennium Falcon. Our scanners just picked up a gigantic hyperspace wormhole. An energy storm of undetermined magnitude is—\"

- Syub Snunb and a crew member aboard the Antares Six

The earliest known usage of the Force storm technique was sometime during the first hundred years of the New Sith Wars. During a pivotal battle on Almas, the reigning Dark Lord of the Sith, Darth Rivan, obtained possession of a malevolent and semi-sentient Sith artifact known as the Darkstaff. Leeching Rivan's Force energy, the Darkstaff conjured a violent Force storm that demolished the Sith Lord's Battlelord army. Rivan, caught in the eye of the storm, was transported through time and space to a battle during the Light and Darkness War between the Army of Light and the Brotherhood of Darkness, over one thousand years later. Bereft of the Force, Rivan was easily slain by a Force-sensitive warrior. Around this time, the Jedi Council classified Force storm as a dark side technique due to its potential for abuse. The power also received a mention in the Jedi training manual The Jedi Path. In one particular copy of the book, Luke Skywalker made a note that the ability had the power to \"kill planets\".

Almost a thousand years later, Darth Sidious was able to develop the technique himself, which he described in the first volume of his compendium of dark side lore, The Book of Anger. In 10 ABY, a reborn Sidious sent Force storms out to numerous star systems throughout the galaxy after unifying the various feuding Imperial factions formed after the Battle of Endor.[12] One such storm was sent to Coruscant to retrieve the Jedi Knight Luke Skywalker during a crucial battle in the Imperial Civil War. The Millennium Falcon and her captain, Han Solo, encountered the storm in Coruscant's upper atmosphere, but Solo wrote it off as simply a magnetic storm.

A short time later, the New Republic EF76 Nebulon-B escort frigate Antares Six had a close brush with the storm above Coruscant. A crew member aboard the Antares Six notified Captain Syub Snunb that he detected a hyperspace wormhole fifty times the size of their ship opening up close to them. The Antares Six attempted to avoid the incoming storm, but the energy interference from the storm prevented the ship's systems from responding. The storm passed right by the Antares Six and headed toward the ruins of Coruscant's Imperial City, indiscriminately destroying any New Republic and Imperial vessels in its path

Sensing a disturbance in the Force, Skywalker was able to detect the storm, as well as the malevolent force behind it, as it dropped out of hyperspace. The Jedi insisted that his allies on the planet abandon him and allow him to face the storm alone. Skywalker and his astromech droid, R2-D2, watched as the storm came for them, tearing apart the surface of Coruscant and destroying or damaging much of the Imperial Palace in the process. The two were safely carried off by the storm and deposited in an Imperial dungeon ship, from which they were transported to Palpatine's fortress world Byss. Six years later, Coruscant had still not recovered from the devastation caused by this storm.

Not long after Skywalker's capture, Sidious accompanied a taskforce, led by his flagship Eclipse, to the New Republic headquarters on the Pinnacle Moon in an attempt to capture Skywalker's sister, Leia Organa Solo, who had stolen a Jedi Holocron from him. After Sidious was defeated by Skywalker in a duel, he poured his rage into the creation of another Force storm, one far more powerful than the one he used to capture Skywalker from Coruscant. The storm headed toward Pinnacle Base and began obliterating the New Republic fleet, destroying twelve ships within moments. Skywalker and Organa Solo countered Sidious by catching him off guard and cutting him off from the dark side with a wave of light side energy. Severed from his hatred and rage, Sidious lost control of the storm and was ultimately consumed by it. After devouring the Eclipse and the Dark Lord with it, the storm dissipated within moments.

Users

\"Now, you will experience my full potency. I live as energy. I am the dark side!\"

- Darth Sidious

Few beings were known to possess the knowledge and skills needed to create Force storms. The Darkstaff had the ability to create a storm with the power to transport an object forward in time, provided that it had access to a vast reservoir of Force energy from which to draw. In The Book of Anger, Darth Sidious claimed that he could create these storms from sheer acts of will, although he confessed that he could not completely control them. Years after writing the text, he boasted that he could finally control his Force storms completely, but in the end, his overconfidence proved fatal. Skywalker later found a recording of The Book of Anger buried beneath the rubble of the Imperial Palace and pondered Sidious's meaning behind the creation of \"storms.\"

Sidious's Dark Side Adepts also had the ability to create these storms, though they had limited control over them. Practitioners of the light side of the Force, such as Jedi, also had the ability to conjure Force storms if they banded together, but in doing so were at an extremely high risk of being corrupted by the dark side. When deciding where to establish his Jedi Praxeum, Luke Skywalker was concerned that one of his students could inadvertently create a Force storm while experimenting with the Force, and so he chose the remote moon Yavin 4 to reduce the number of potential casualties.

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The eye can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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

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If the eye fails a saving throw, it can choose to succeed instead.

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The eye deals double damage to objects and structures.

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.

The eye attacks twice with thunder slam.

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Melee Weapon Attack +16, Reach 20 ft., One target. Hit : 23 (4d6+9) thunder damage

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.

All other creatures within 120 feet of the eye must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

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.

The eye moves up to its speed.

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.

The eye can cause a bolt of lightning to strike a point anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much sonic damage on a successful one.

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.

The eye releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) sonic damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) sonic damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with immovable object, such as a wall or floor, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC19 Dexterity saving throw or take the same damage and be knocked prone.

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The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.


The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.


Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as \"Imperial Jedi\".


Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.


The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.


Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.


Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.


The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.


Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.


The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.


The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

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The Imperial Knight Master's Force casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks, 42 force points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1 level: burst of speed, force jump, force throw, tremor,

phasestrike

2nd level: animate weapon, phase walk, rescue

3rd level: convulsion, knight speed, server force, telekinetic

storm

4th level: freedom of movement

5th level: improved phasestrike, improved phasewalk,

telekinesis

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The Imperial Knight Master attacks are enhanced by their precision and the force adding an extra 3d8 to melee strikes (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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\"They're shutting down all the controls!\"

- Obi-Wan Kenobi, during the Battle of Coruscant

ManufacturerColicoid Creation Nest
ClassSabotage droid
CostNot available for individual sale
Width0,25 meters in diameter (in sphere mode)
Mass4 kg
Sensor colorRed

Pistoeka sabotage droids, better known simply as buzz droids, were a type of insect-like automatons that were deployed in swarms during battlefleet actions by the Confederacy of Independent Systems. They could wreak havoc upon squadrons of starfighters that happened to fly through a formation of such deployed droids. Approximately one-quarter of a meter in diameter and well armed for their role, they were typically delivered by discord missiles from droid tri-fighters and Vulture droid starfighters.

Design and function

Buzz droids were intended to disable instead of destroy their targets. Since they were so effective when being deployed by droid tri-fighters, the CIS retrofitted a number of Vulture droids to carry them as well. The buzz droids also had simple maneuvering jets that helped them to move while still encased within their spheres. Once they came into contact with an enemy starship, they would use a magnetic leg to gain a foothold. The outer shell was coated with a heat dissipating alloy that allowed it to penetrate enemy shields; it was also constructed of shock-absorbing materials.

The buzz droid's design was based off the pisto, a pest that lived in tropical regions on the planet Colla IV. When pressed for more droids by the Confederacy, the Colicoids took their existing repair droids and modified them to be saboteurs.

They apparently communicated through chattering, as shown when a group of buzz droids cut off the dome head of R4-P17, Obi-Wan Kenobi's astromech droid, during the Battle of Coruscant.

In some instances, buzz droids were deployed against living beings such as enemy infantry, with gruesome results.

Each droid has a main eye and two secondary eyes used for additional spacial awareness, an x-ray sensor, an extendable probe capable of invading computer systems, and is powered by a reactor primed for self destruction.

History

\"I'm hit! Anakin?\"

\"I see them. Buzz droids.\"

- Obi-Wan Kenobi and Anakin Skywalker

Introduced around the same time as tri-fighters, sabotage droids were feared by Republic pilots. They were often deployed when Separatist commanders wanted to capture starships.

Their earliest recorded use was comparatively late in the Clone Wars, when the Venator-class Star Destroyer Renown was seized by the Separatists. The droids were led by a tactical droid, which dispatched a lone buzz droid to search for the Republic's D-Squad, which had boarded the ship and was in hiding. The buzz droid was seen, and led D-Squad to a swarm of buzz droids. R2-D2 created a perimeter of fire, and M5-BZ sacrificed itself to draw the buzz droids out an airlock and into the void of hyperspace.

Discord missiles were carried aboard tri-fighters at the defense of Cato Neimoidia. They were launched against Eta-2 interceptors piloted by Anakin Skywalker and his Padawan Ahsoka Tano. A discord missile expelled its complement of buzz droids, which attached to Skywalker's craft. he and his astromech R2-D2 knocked away several droids, but the remainder succeeded in causing Skywalker's starfighter to crash, although the pilot and astromech managed to escape.

Some buzz droids were deployed from a HMP droid gunship to attack a Nu-class attack shuttle that carries a entranced clone trooper Tup.

During the Battle of Coruscant, Obi-Wan Kenobi's Jedi interceptor was covered in a swarm of buzz droids, which destroyed his astromech, R4-P17. His former Padawan, Jedi Knight Anakin Skywalker, tried to save him by blasting the buzz droids off, which only resulted in the loss of most of Kenobi's port S-foil. Skywalker then tried to scrape the droids off, which destroyed most of the buzz droids still active at the expense of several more systems on both Obi-Wan and Anakin's respective craft. However, a lone droid scrambled over to Skywalker's interceptor. His astromech, R2-D2, destroyed the buzz droid by hitting it in its central eye with his built-in fusion-welder. The buzz droid bounced over his fighter and was sent jetting away when it fell behind the exhaust of his engines.

Skywalker and Kenobi later encountered buzz droids on foot as they explored the Invisible Hand as they searched for Chancellor Palpatine. The droids were effective against infantry, swarming their opponents and latching onto them. They were no match, however, for a lightsaber, as used by the two Jedi.

Buzz droids became a very deadly weapon once Darth Sidious gave the plans of the Galactic Republic's starfighters to the CIS, and proved effective at destroying these craft in battle. Following the execution of the Separatist Council by Sidious's new apprentice, Darth Vader, these units were deactivated.

However, the billions of buzz droids left behind at the end of the Clone Wars were later utilized to great effect in junk yards, while others were taken to droid gladiator rings.

Warning: The following section is non-canon within the Star Wars Legends continuity. It contains information explicitly released under the Infinities brand and/or confirmed to be non-canon by the author or Lucasfilm. Information exclusive to this section did not happen in the \"proper\" Star Wars Legends continuity.

In addition, during the early stages of the Galactic Civil War, several were also involved in an incident above Coruscant, where they also attacked a Star Tours-owned StarSpeeder 1000 that had fled from an Imperial-orchestrated raid at Spaceport THX1138, although R2-D2 had managed to drive them off.

Non-canon information ends here.

The next time they would be seen in combat was within the hands of the Zann Consortium, which utilized large quantities of these droids during the Galactic Civil War to bring havoc to enemy ship systems during combat. These droids would be deployed from upgraded StarViper-class attack platforms.

Weapon systems

\"R2, hit the buzz droid's center eye.\"

- Obi-Wan Kenobi to R2-D2

Although individual tools might vary for each mission, the little buzz droids that were used in the Battle of Coruscant carried the following weapons: drill heads, puncture and cutting blades, plasma cutting torches, circular saws, prying hooks, and picket and pincer arms. The buzz droids' three sensor eyes included multiple filters and X-ray sensors. Darth Sidious provided the manufacturers of the buzz droid with design schematics of Republic starfighters then in use for maximum efficiency.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 1 (1) ion damage

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The Sith Reaver can add it's ability modifier to the damage of it's two-weapon fighting attack.

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The Sith Reaver has advantage on dexterity saving throws against effects it can see.

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The Sith Reaver's force and melee attacks are enhanced by its fury adding +3 to any damage rolls the Reaver makes (included).

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The Sith Reaver's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

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The Sith Reaver is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points).

The Sith Reaver

knows the following force powers:

At-will: saber reflect, shock, force push/pull, lightning charge

1st level: phase strike, hex

2nd level: dark shear, darkness, phase walk

3rd level: dark aura, knight speed, sever force, force scream

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Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

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.

When the Sith Reaver makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 21 (3d8+8) energy damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (1d8+8) kinetic damage

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.

Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

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.

Sith Blade Dancer can cast an at-will force power.

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Sith Blade Dancer makes one Doublesaber attack.

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\"They're lyleks—armored insects, with stabbing limbs and poisoned tentacles. They hunt in packs, and they'll travel for days to get fresh food. We might kill the first wave, but we couldn't keep them back for long.\"

- Goll

ClassificationInsectoid
Distinctions
  • Spiked pincers
  • Powerful mandibles with a pair of tentacles

Homeworld
Ryloth
Habitat
Ryloth's equatorial forests
DietCarnivore

Lyleks were a species of large insectoid predators native to the equatorial forests of the planet Ryloth. With their spiked pincers and powerful mandibles with a pair of tentacles near it, the lyleks were the only Rylothian lifeform more dangerous than the predatory gutkurrs. Their ridged, spiked carapaces could deflect blaster bolts. Although the Lyleks lived in hordes, the bigger individuals often dismembered the smaller members of their kind. These hordes were led by a Lylek queen, and their elaborate underground nests could cover up to 15 square kilometers. They communicated by hissing, clicking and chittering. Their carapaces were tough enough to repel even heavy blaster fire, though a precisely aimed shot to the head could put one down.

A swarm of Lyleks attacked Emperor Sheev Palpatine and Darth Vader during their mission to Ryloth after their Star Destroyer the Perilous was shot down by members of the Free Ryloth movement. The two Sith Lords fought a running battle against hundreds of the insects before they were incidentally herded into the swarms central hive. There, they proceeded to kill the gigantic Lylek queen and slaughtered the hundreds of remaining drones.

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The lylek can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

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The lylek can make three attacks: two with its legs or tentacles and one with its tail stinger.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage.

The target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is Medium or smaller, it is grappled (escape DC 15). The lylek can have up to two creatures grappled at the same time.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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As an action, the seer can evoke healing energy that can restore 30 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

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The sage is a 6th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks) and it has 28 force points.

The

sage knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence

1st-level: battle precognition, burst of speed, heal, project

2nd-level: force barrier, force enlightenment, stun

3rd-level: knight speed, share life

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) energy damage

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Darth Sidious

A Force-sensitive human male, Darth Sidious was the Dark Lord of the Sith and Galactic Emperor who ruled the galaxy from the fall of the Galactic Republic to the rise of the Galactic Empire. Rising to power in the Galactic Senate as Senator Sheev Palpatine, he was elected to the office of Supreme Chancellor and, during the Clone Wars, accumulated wartime powers in the name of security. As the Emperor, he dropped the facade of Palpatine, and henceforth ruled as Darth Sidious in thought and action. His machinations brought an end to the last era of peace in galactic history, replaced a millennium of democracy with New Order fascism, and restored the Sith to power through the destruction of the Jedi Order.


A native of the Mid Rim planet Naboo, Palpatine was born around 84 BBY during the last century of the Galactic Republic. Inherently gifted with the Force, he became Darth Sidious during his apprenticeship under Darth Plagueis. But the Rule of Two dictated that only two Sith Lords could exist at any given time; therefore Sidious killed his Sith Master and took Darth Maul as his first disciple in the dark side of the Force. As Palpatine, he cultivated a political career on the Core World Coruscant, serving as his homeworld's representative in the galactic capital. Driven by a desire for greater power, Sidious manipulated the Trade Federation into a dispute with the Royal House of Naboo, resulting in a chain of events that led to his election as Supreme Chancellor in 32 BBY. Taking Darth Tyranus as his new apprentice, Sidious spent a decade fomenting political unrest until entire star systems seceded from the Republic to form the Confederacy of Independent Systems. The ensuing Clone Wars commenced in 22 BBY, spreading conflict across the galaxy and strengthening Chancellor Palpatine's control of the government and military. When the Jedi moved to arrest him, having learned of his true identity, Sidious executed Order 66, turning the entire Grand Army of the Republic against its Jedi Generals. Shortly afterward, the Republic was officially reorganized into the First Galactic Empire, with Sidious becoming the self-proclaimed Emperor in 19 BBY.


The Emperor ruled the galaxy with Darth Vader as his last apprentice, remaining relatively unchallenged until the formation of the Alliance to Restore the Republic which, in turn, began the Galactic Civil War in 0 BBY. The Emperor foresaw Luke Skywalker's potential to destroy him, so the Emperor manipulated Skywalker into a confrontation with Vader, believing the Jedi aspirant could be turned like his father before him. While Sidious tortured the young Jedi Knight with Force lightning, Vader, affected by his son's compassion, sacrificed his life to destroy the Emperor, thus fulfillingd his destiny as the Chosen One in 4 ABY.


Prior to his demise, he created the Contingency to seemingly destroy the Empire in the event of his death, propagating the idea that Sidious believed the Empire did not deserve to survive without its Emperor. As a consequence, the Imperial remnants were weakened and less able to resist the New Republic. Ultimately, the Empire capitulated the war after the Battle of Jakku in 5 ABY, ending the era founded by Darth Sidious.

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Sith Mastermind is a 20th-level forcecaster. his forcecasting ability is Charisma (force save DC 23, +15 to hit with force attacks, 88 force points).

Sith Mastermind knows the following force powers:

At-will: Affect Mind, Force Disarm, Force Push/Pull, Saber

Reflect, Shock

1st level: battle precognition, disperse force, fear, hex

2nd level: drain vitality, force camouflage, hallucination

3rd level: force lightning, force suppression, improved dark

side tendrils

4th level: drain life, hysteria, shocking shield

5th level: dominate mind, insanity, siphon life

6th level: force chain lightning, mass coerce mind

7th level: force lightning cone, force project

8th level: death field, force link, maddening darkness

9th level: force storm, mass hysteria, master battle meditation

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Whenever Sith Mastermind makes a saving throw against a force power he rolls with advantage.

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Sith Mastermind has advantage on Wisdom (Perception) Checks.

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If Sith Mastermind fails a saving throw, he can choose to succeed instead.

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Sith Mastermind casts precognition on himself every morning.

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Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"N2YwOTY4NzBjM2Yz","flags":{},"name":"Lightning-Infused Touch","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/394_-_Sith_Mastermind/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (3d6) lightning damage.

The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d8+6) energy damage plus 10 (3d6) lightning damage

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage plus 10 (3d6) lightning damage

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.

Sith Mastermind casts on of his at will powers.

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.

Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

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.

Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

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.

Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

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\"Good girl.\"

- Obi-Wan Kenobi to Boga

DesignationNon-sentient
ClassificationReptavian
Subspecies
  • Deathspine varactyl
  • Dwarf varactyl
  • Pijal varactyl
Skin color
  • Green in females
  • Orange in males
Feather color
  • Blue and green in females
  • Brown in males
Homeworld
Utapau
Diet
Herbivore

Varactyls, also known as Dragonmounts, were reptavian herbivores native to the planet Utapau, though some specimens found their way to worlds such as Kashyyyk and Belsavis.

Biology

They had beaked faces and long, powerful tails that could stretch to 10 meters. The varactyl's flexible neck supported its armor-plated skull, and both male and female dragonmounts had crests and a ridge of mid-body spines displayed during courting. While females sported blue-green plumage and skin, males were mostly dull shades of orange and brown. Most important were the varactyl's five-toed feet. Not only could a varactyl run very fast, but their feet were adapted with tiny hairlike structures that allowed them to climb the rocky walls of Utapau's sinkholes. This marked the varactyl as an excellent mount for the native Utapauns.

A varactyl's vocalizations were short, loud hooting calls.

Varactyls were very intelligent creatures who long remembered previous riders. The varactyl's reaction to a rider depended on how that rider had treated it previously: it would be loyal and affectionate to a good rider, but hostile and dangerous to an abusive one.

Varactyl subspecies included the dwarf varactyl, varactyl venomblade, varactyl preystalker and deathspine varactyl. It could be related to the Nos monster on Utapau.

History

Long ago, the stunted Utai learned to tame wild varactyl and still served as wranglers for the dragonmounts, acting as keepers of both varactyl and their flying dactillion cousins. Varactyl were known to be loyal and obedient steeds. Riding a varactyl was reportedly similar to riding the speedy suubatars of Ansion. Both creatures were fitted with high-backed saddles for their riders.

In order to track down General Grievous, Obi-Wan Kenobi used a particularly swift and loyal varactyl named Boga. In record time, Boga reached the tenth level of Pau City, and engaged General Grievous in his wheel bike in a furious chase through the city.

Commander Cody carried out Palpatine's Order 66 by ordering an AT-TE's gunner to fire upon Boga and Obi-Wan; however, the AT-TE's cannon blast hit a wall near them, and the two plunged to the grotto below.

Many years before the Galactic Civil War, someone had brought a live varactyl egg to Kashyyyk. When the egg was subsequently lost, it hatched, and soon dozens of varactyl populated a section of jungle on the Wookiee homeworld. As varactyls are not known to be able to reproduce asexually, how this happened is unknown.

A large number of varactyls once attacked the Wookiees of the Kerritamba Village. After they had finally fended off the attacks at the Great Tree, the Wookiees drove the varactyls out of the Kkowir Forest.

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If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (2d4+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":20000}]} +{"_id":"mW6IFVJ3UOxRslgg","name":"ISB Officer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":1,"min":3,"mod":1,"save":3,"prof":2,"saveBonus":0,"checkBonus":0},"cha":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"16","min":0,"formula":"light combat suit, medium shield"},"hp":{"value":44,"min":0,"max":44,"temp":0,"tempmax":0,"formula":"8d10"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":44,"min":0,"max":44},"bar2":{"value":16,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Imperial Security Bureau pays attention to patterns.\"

- Agent Alexsandr Kallus, to Cumberlayne Aresko

Organization type
  • Law enforcement agency
  • Intelligence agency
Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Unidentified Director
  • Deputy Director Harus Ison
  • Colonel Wullf Yularen
  • ISB high command
Sub-group(s)
  • Enforcement
  • Imperial Military Department of Advanced Weapons Research
  • Internal Affairs
  • Interrogation
  • Investigations
  • Re-Education
  • Special Operations
  • Surveillance
HeadquartersISB Central Office, Coruscant
Location(s)
  • Imperial Office of Security, Scarif
  • Imperial Security Bureau headquarters, Lothal
  • ISB Academy and Offices, Coruscant
  • Killun Station, Killun
  • Scarif vault, Scarif
  • Viper's Nest, Virkoi
  • Wretch of Tayron, Tayron
Date founded19 BBY
Date fragmented

4 ABY, after the battle of Endor

Date dissolved5 ABY
AffiliationGalactic Empire (Select Committee)

The Imperial Security Bureau (ISB), also referred to as the Imperial Security Office, Security Bureau, or Imperial Security, was a law-enforcement and intelligence agency of the Galactic Empire that was charged with matters of internal state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order (COMPNOR), and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

History

Early growth

The Imperial Security Bureau was formed by Galactic Emperor Palpatine as a secret police organization, dedicated to rooting out enemies of the New Order and maintaining stability throughout Imperial territories shortly after the proclamation of the New Order. Within fourteen years, the organization grew from a handful of agents into an organization double the size of Imperial Intelligence.

Following the Clone Wars, the agency helped oversee the dismantling of Confederate warships and martial supplies. Concurrent loyalty purges saw vast amounts of Separatist propaganda destroyed, rescinded, and withheld. Only a handful of propaganda posters such as Ansibella Delu's Count Dooku: Words of Truth escaped the purges. When Art Group agents discovered egregious violations of its artistic tenets, agents of the ISB were called in to make troublesome artists disappear.

Five years into the Emperor's reign, Imperial Intelligence agents found a cache of communications devices on the remote world of Murkhana and referred the case to the ISB, who brought the matter to the Emperor and his Imperial Ruling Council. It was ultimately decided to send Wilhuff Tarkin and Darth Vader to investigate the cache, which was in reality set up by a small rebel cell, despite the ISB hoping to receive full oversight of the investigation from Imperial Intelligence and the Naval Intelligence Agency.

Fighting the Rebellion

One of the ISB's top members was Agent Kallus, who worked in both the Investigation and Internal Affairs branches of the organization and searched for signs of disloyal activity or insurgency. His primary mission was to ensure it did not spread into a full-scale rebellion against the Empire. In the fifteenth year of the Empire, the Imperial Security Bureau took special interest in the Lothal-based Spectres rebel cell, whose attacks on Imperial outposts revealed risks of sedition and gave warning signs of rebellion. Kallus became a perennial foe of the Spectres before striking an unlikely friendship with the Lasat Spectre Garazeb Orrelios, which led him to reconsider his allegiance to the Empire. Kallus subsequently became the rebel operative known as Fulcrum, who supplied the Phoenix Cell and Spectres with intelligence.

During Nightswan's campaign, ISB Colonel and Clone Wars veteran Wullf Yularen took an interest in investigating the shadowy insurgent leader and pirate known as Nightswan. He was assisted by the Imperial Navy officers Thrawn and Eli Vanto, and future Lothal Governor Arihnda Pryce. Together, they exposed Nightswan's Coruscant spy ring, which included the Higher Skies Advocacy Group and members of the Yinchom Dojo. During the siege of the Creekpath Mining and Refining complex on Batonn, Pryce convinced Yularen to let her accompany Agent Gudry on a mission to disable the Batonn insurgents' deflector shield generator. After Pryce killed Gudry for refusing to evacuate her parents before Thrawn's assault, Pryce blew up the mine's explosive cache to cover up Gudry's murder. This led to many civilian casualties on Batonn, horrifying both Yularen and Thrawn.

Later, Kallus helped the Spectres steal Thrawn's TIE/D Defender blueprints from the Imperial Armory Complex on Lothal. This led Thrawn to realize that the rebels had a mole within the Imperial ranks.Thrawn began screening the local Imperial sector command for the spy with the help of Yularen. To avoid discovery, Kallus framed Lieutenant Yogar Lyste. Despite Kallus' efforts, Thrawn realized that Kallus was the true spy but allowed him to continue operating in order to find Phoenix Squadron's rebel base. Thrawn subsequently tricked Kallus into exposing the location of Chopper Base by disclosing information about the Rebel Alliance's plans to attack the Imperial Armory Complex. However, Kallus managed to escape during the Battle of Atollon and officially joined the Alliance.

After Senator Mon Mothma resigned from the Imperial Senate and condemned Palpatine for his actions during the Ghorman Massacre, the ISB issued an alert for Mothma in an attempt to capture her. ISB agents also visited Cantham House on Coruscant, the meeting place of the Cantham House meetings, based on suspicions they had, and questioned Leia Organa and several others there.

Another ISB agent was loyalty officer Sinjir Rath Velus, who was recruited by ISB officer Sid Uddra. After a brutal period of training on the ocean world of Virkoi, Velus personally interrogated the traitorous Imperial Navy officer Lieutenant Alster Grove, who was part of a cabal that sought to assassinate Darth Vader. Velus interrogated Grove, who revealed his fellow conspirators. While Vader executed the other conspirators, Uddra threw Grove to his death in Virkoi's oceans.

Galactic Civil War

Following the destruction of the first Death Star, the ISB engaged in an increasing number of operations to root out the growing rebellion, and became busier than at any previous time in its history. These operations included a plan to sway mathematical genius Drusil Bephorin to the Empire's cause by keeping her in a sort of luxurious imprisonment on Denon. Project Hidden Eye was aimed at seeding sleeper operatives across the galaxy to spread propaganda and secretly report on citizens. The project, however, was cut short due to the intervention of Commander Luke Skywalker, a hero of the Rebel Alliance.

Post-Endor fragmentation

As with most other governmental agencies following the Empire's defeat at the Battle of Endor, the ISB was left scattered as the New Republic attacked distant ISB outposts and fomented dissent. Twenty days after the Battle of Endor, the ISB kept information on the Emperor's posthumous contingency plan on one of its Black Sites, the Wretch of Tayron. However, the base was taken by Rebel Alliance General Han Solo and his elite Pathfinders. The base commander was unable to initiate a data purge, and the Alliance obtained information on Operation: Cinder, thwarting attempts at its implementation for over three months.

In the months following Endor, the ISB was given full oversight over the security of the Imperial throneworld, Coruscant, after the Imperial Navy refused to provide ships to defend the planet, with Fleet Admiral Gallius Rax viewing it as a symbol of indolence and torpidity. As such, control of Imperial forces was left to the Empire's chief administrator, Grand Vizier Mas Amedda. While the ISB lacked the ships to effectively withstand a New Republic naval assault, ISB-loyal stormtroopers and personnel were deeply entrenched on the surface of the planet, which was already involved in a civil war between the ISB and New Republic–backed resistance movements.

Velus joined a team of Imperial hunters led by the New Republic starfighter pilot Norra Wexley after defecting to the New Republic. After losing his family during a New Republic attack on the Hyborean Moon, Romwell Krass Junior abandoned his post and traveled the galaxy to grieve the loss of his loved ones. During the Battle of Jakku, Commander Brisney served as the ISB officer aboard the Imperial Star Destroyer Inflictor.

Legacy

By 28 ABY, the Imperial Security Bureau had ceased to exist along with the \"Old Empire.\" One former ISB officer was Arliz Hadrassian, a small-time businesswoman who was the leader of the Amaxine warriors, a paramilitary faction that served as a front group for the First Order, a remnant of the Old Empire based in the Unknown Regions. During a meeting with the Centrist senator Ransolm Casterfo, Hadrassian spent hours regaling the young senator with stories about her career in the Imperial Military and the ISB, unaware that he was part of Senator Leia Organa's investigation into the Amaxine warriors.

Organization

Command hierarchy and administration

The Imperial Security Bureau was a sister agency and rival to Imperial Intelligence. The ISB worked closely with Emperor Palpatine, being led five years into his reign by a Bureau Chief under which served Deputy Director Harus Ison and Colonel Yularen, who often operated in conjunction with the Joint Chiefs. ISB was sometimes attached to various fleets, sometimes falling under the command of the Navy and working alongside Naval intelligence. Members of the ISB worked from the ISB Central Office as part of the Federal District on Coruscant, while agents in the field would constantly provide intelligence updates to headquarters. The ISB high command governed the ISB. Many military officers feared the group and its power.

Personnel

Prospective ISB personnel were drawn from the Imperial Academy system and given training within the ISB Academy and Offices complex, located within the Verity District on Coruscant. Members went through a training regimen which included learning xenophobic propaganda, and were taught from the ISB Loyalty Manual. Members of the ISB were taught a specialized vocabulary to prevent outsiders from understanding their conversations. The term \"auditing\" was used to signal that suspects knew they were being investigated. The practice of provoking a suspect to commit a crime was referred to as \"crustbusting,\" and interrogating a supposed innocent in hopes he or she would react suspiciously was known as \"scattering.\" Framing a wanted suspect for a crime to make sure he or she would be arrested was referred to as \"Jabba.\"

Following completion of the Academy, recruits filed into one of several branches of the organization, such as Surveillance, Interrogation, and Re-Education.

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers. Loyalty officers of the ISB were tasked with ensuring that regular troops and officers obeyed orders and conformed to Imperial ideology, and were regarded with great fear and respect. Impromptu inspections, undercover surveillance and seemingly limitless authority gave such officers unprecedented access to the lives of regular servicemen, creating a culture of fear to deter any tenuous links within the chain of command.

While most ISB agents were human, at least one Gotal named Barrisk Favvin worked as an ISB agent in the Kupohan city of Tonekh.

Enforcement

The Enforcement branch of the ISB served as backup for agents in the field, specially trained to provide support when necessary.

Interrogation

Interrogation was the second-largest branch in the ISB, and was intent on extracting information from various lifeforms to obtain valuable information. It claimed to have a 95 percent success rate in recovering useful data from questioned subjects. To that end, the ISB notably used IT-O Interrogation Units developed by the Imperial Department of Military Research.

Re-Education

The Re-Education division was focused on what some called \"brainwashing\" its subjects into supporting the Galactic Empire and its actions across the galaxy. Project Unity consisted of re-educating elements of society resistant to the New Order through a process of psychological manipulation and pharmaceutical conditioning.

Imperial Military Department of Advanced Weapons Research

Advanced Weapons Research was an agency responsible for special research and development of classified weapons, both before and during the Galactic Civil War. Weapons development fell under the arm of Imperial Intelligence while the Imperial Security Bureau defended the agency's secrets.

Internal Affairs

The Internal Affairs division maintained order by investigating possible instances of insubordination within the Empire, with Yularen briefly heading a division dedicated to exposing sedition within the Imperial Senate before becoming Deputy Director of the Naval Intelligence Agency. In addition, a single Internal Affairs officer was stationed aboard all Star Destroyers to investigate any signs of sedition among the crew.

Investigation

Those in Investigation used previously collected data to suppress rebel activity.

Special Operations

Blue Glass Arrow Main article: Special Operations (Imperial Security Bureau)

The Special Operations division was responsible for varying tasks within the Bureau, such as establishing Project Hidden Eye during the Galactic Civil War.

Surveillance

Operatives in the Surveillance branch were by far the most numerous, with its members focused on deciphering encrypted information and analyzing data to screen for potential threats against the New Order.

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The infiltrator halves the damage that it takes from an attack that hits it.

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The Officer makes two attacks.

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage.

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The Officer rallies his troops, giving all allies within 60 feet advantage on their next attack roll.

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The Basilisk war droid is a powerful, semi-sentient combat droid, designed by the Basiliskan race native to the planet Basilisk, located in the Core Worlds. Following the Mandalorian Crusaders' conquest of Basilisk in 4017 BBY, the Mandalorian warriors pillaged the powerful war droids for themselves. To the Mandalorians, the Basilisk droid was known as the Bes'uliik—the \"iron beast\" in the Mandalorian language of Mando'a—and came to be valued as animal-like companions.


Measuring several meters in height, Basilisk droids resemble a cross between a Zalorian rock-lion and a Karran beetle. They are armed with an array of weapons in and on their armored frame, including laser and pulse-wave cannons, shockwave generator rods, and shatter-missile launchers. The Mandalorians were known for riding Basilisk war droids down into the atmosphere of a world from space at tremendous speeds, using gravitational force and the element of surprise to overwhelm their foes. Over time, the warrior culture adapted the droids to suit different combat roles, and developed new iterations of the Basilisk that included enhanced features such as a closed cockpit.


Following the Mandalorians' defeat at Malachor V in the final battle of the Mandalorian Wars, the warriors were commanded by the Jedi Knight Revan to destroy their Basilisk mounts as part of the terms of their surrender. However, not all complied with Revan's demands, and numerous Basilisk droids continued to survive with Mandalorians who refused to give up their beast-like companions, including members of Clan Jendri and Clan Ordo. Even still, the war droids' numbers dwindled over time, and by the rise of the New Republic, most Baslisk droids could only be found in the museums of the galaxy.

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The basilisk counts as an animal for the sake of Wisdom (Animal Handling) checks made on it or while riding it.

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

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If a rider using the basilisk as a mount is killed, the basilisk will release a pained howl and attempt to kill the one responsible without regard for its own safety.

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A rider using the basilisk as a mount can securely store up to 20 lbs. of weapons and 1 day's worth of rations in a storage hatch within reach of their seat.

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The basilisk makes three weapon attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 10 (2d6+3) fire damage

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.

The basilisk launches a missile at a point within 300 feet that it can see. Each creature within a 15-foot sphere of that point must make a DC 16 Dexterity saving throw, taking 18 (4d8) kinetic damage on a failed save, or half as much damage on a successful one.

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.

The basilisk unleashes a crude sonic blast from the rods comprising its nose. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw, taking 18 (4d8) sonic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is knocked prone if it is Large or smaller. The basilisk cannot use this attack while it is in flight.

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\"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused.\"

\"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets.\"

\"That day is here. I have surpassed you, Bane. Now I am the Master.\"

\"Then prove it.\"

- Darth Zannah and Darth Bane

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.


Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.


In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.


In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.


There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":18,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":20000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 19","languages":{"value":[],"custom":"Galactic Basic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":2,"passive":18,"prof":6,"total":8},"dec":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","token":{"flags":{},"name":"Sith Usurper","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"n9UOF44V4qB9q8EL","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":144,"max":144},"bar2":{"value":16,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjE2OWJhNDg1MmY2","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

The sith can use a bonus action to take the Dash, Disengage, or Hide action.

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The sith usurper is a 16th-level forcecaster. Its forcecasting ability is Charisma (power save DC 21, +12 to hit with force attacks) and it has 70 force points.

The sith usurper knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick,

saber reflect, saber ward, shock

1st-level: battle precognition, dark side tendrils, fear, force

body, hex

2nd-level: darkness, force confusion, hallucination, phasewalk

3rd-level: force scream, improved dark side tendrils, knight

speed, sever force

4th-level: hysteria, force immunity, improved force

camouflage, shroud of darkness

5th-level: dominate mind, insanity, telekinesis

6th-level: improved force immunity

7th-level: ruin

8th-level: maddening darkness

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YjdmODc5ODljNDc4","flags":{},"name":"Force-enhanced strikes","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

The sith surper's attacks are considered enhanced for the purpose of overcoming damage resistance and immunity.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NDNiYWY0Y2I1YzYy","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

The sith usurper has advantage on saving throws against force powers and effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MjBiZTJiYWIwYzZm","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

If the sith usurper fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Yjc2YzQzM2VmY2Y3","flags":{},"name":"Overpower","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

As a bonus action, the usurper can energize its force powers until the start of its next turn. A creature has disadvantage on its saving throws against an overpowered power. Attack rolls against the sith usurper have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NWNjN2IwODI1OTk0","flags":{},"name":"Quickened Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

When the usurper casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NDlhZDlhNjVmNjJl","flags":{},"name":"Twinned Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

When the sith casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NTg2YmE0ZTlkYWZj","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/396_-_Sith_Usurper/avatar.webp","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YTA0ZDkwMzRiMmYw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Sith Usurper makes three attacks.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 18 (3d8+5) energy damage

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The sith usurper teleports to an unoccupied point it can see within 60 feet and use its Multiattack. It makes the first attack with advantage, and the attack deals an additional 11 (3d6) energy damage on a successful hit.

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.

The sith makes a doublesaber attack.

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.

The sith usurper casts an at-will power.

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.

Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

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The Sith Usurper recharges its shadow step action.

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Salvagers

A scavenger or salvager, often abbreviated \"scav,\" is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

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If the Outlaw Archaeologist fails a saving throw, it can choose to succeed instead.

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Creatures have disadvantage on insight checks to determine if the Outlaw Archaeologist is lying. If a creature has caught the Outlaw Archaeologist lying before, they do not roll with disadvantage.

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The Outlaw Archaeologist deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Outlaw Archaeologist that isn't incapacitated and the Outlaw Archaeologist doesn't have disadvantage on the attack.

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The Outlaw Archaeologist has advantage to on saving throws against Tech Powers.

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The Outlaw Archaeologist is a 12th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with power attacks).

The Outlaw

Archaeologist has 29 tech points and knows the

following tech powers:

At-will: electroshock, encrypted message, mending, ward

1st level: element of surprise, holographic disguise, repair

droid, translation program

2nd level: hold droid, infiltrate, shatter, smuggle

3rd level: explosion, tactical advantage

4th level: ballistic shield, cloaking screen

5th level: override interface

6th level: disintegrate

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The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

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.

The Outlaw Archaeologist makes two attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"ZjMwZjJhMWEzMWMw","flags":{},"name":"Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/430_-_Outlaw_Archaeologist/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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.

The Outlaw Archaeologist casts an At-Will power.

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.

The Outlaw Archaeologist moves up to its speed without provoking attacks of oppurtunity.

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.

The Outlaw Archaeologist casts a Tech Power, expending tech points as normal.

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.

The Outlaw Archaeologist throws an explosive device at a point within 60 feet. All creatures within a 20 foot radius of the point must make a DC 19 Dexterity saving throw, taking 17 (4d8) \u0000re damage and 17 (4d8) energy damage on a failed save, or half as much on a successful one.

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\"Astromech C1-series. Obselete mechanism. No longer in production.\"

- EXD-9, to C1-10P

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
0,99 meters
Weight32 kg

The C1-series astromech droid was a model of C-series astromech droid manufactured by Industrial Automaton. They were used during the Clone Wars and the reign of the Galactic Empire, though by then they were considered antiques and had passed their manufacturer's expiry date a few decades prior. They had three mechanical arms to manipulate objects with, and featured an electrical arc welder. C1-10P, a droid nicknamed \"Chopper\" who served on the Ghost, was a C1 model, although he was mismatched after years of repairs and patch jobs.

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

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The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The astromech droid leaps up to 40 feet in any direction.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) lightning damage

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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On each of The Killik's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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The Assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes two weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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DesignationNon-sentient
Average height12 cm
Average lengthNearly 1 meter
Distinctions
  • Eight legs
  • Four eyes
  • Venomous bite
Homeworld
  • Tatooine
  • Tocoya
  • Kirdo III (not homeworld)

Rock warts were orange/brown insect-like crustaceans found on many planets. Their bite delivered a neurotoxin to their victim, which was then used as an incubator for up to twenty eggs.

They were fast-moving scavengers and pests that lived in rocky, secluded habitats, particularly on Tatooine, as well as Tocoya and Kirdo III. Rock warts were usually solitary creatures, and often hid in shadows and attacked when surprised. They were nearly one meter long.

Among the nasty surprises to greet a weary moisture farmer returning to his hovel after a hot day's work could be a spiny rock wart that had crawled into the welcome shade of the home. Though not ordinarily aggressive towards larger animals, rock warts had a deadly neurotoxin that could kill a man as easily as the small invertebrate and lizard prey upon which the creatures usually fed. The lethal venom, administered by a bite to subdue fleeing prey, might just as readily be used by a surprised rock wart in its own defense, having been sat on or stepped upon in the dark. Misunderstanding or not, the unfortunate recipient of a wart wound was seldom alive long enough to care about the reason he was bitten.

In 32 BBY, as he led the Ghostling children to freedom through Mos Espa's subterranean sand drains, young Anakin Skywalker was attacked by a rock wart, but the fledgling hero escaped its venom by administering to it healthy jaw-clamping bites of his own.

Unidentified variation

Top zoologist Lyrre T'enna was unable to identify the species of a roadside creature that resembled the rock wart.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1d3-1) kinetic damage.

The target must make a Constitution saving throw (DC 14). On a success, the creature is unaffected by the venom. On a failure, the creature loses 1d6 Strength, then must attempt another save 1 minute (10 rounds) later. If the second save fails, the creature loses an additional 1d6 Strength. If this reduces the creature's Strength to 0 or lower, it dies.

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Mand'alor

Mand'alor, rendered as Mandalore in Galactic Basic, was the title assumed by the sole leader of the Mandalorian people. Their Protectors established a balance of control in the Mandalorians' warrior clan society. At some point prior to the Clone Wars, a Mand'alor known as Mandalore The Great waged a series of conflicts against the Jedi Order. The Mandalorian Jedi, Tarre Vizsla, once ruled all of Mandalore, and a descendant, Pre Vizsla, leader of the Mandalorian splinter group Death Watch, took the title of Mand'alor during his takeover of Mandalore, the Mandalorian homeworld, but the title became vacant when Vizsla was killed in a duel with Maul.

During the reign of the Galactic Empire, the former Mandalorian super commando Gar Saxon, had wished to be Mand'alor and rule over the Mandalorians. The leader of the Protectors, Fenn Rau, claimed Saxon had no honor, thus Saxon was unable to claim the title. He was, however, installed as Viceroy of Mandalore by Emperor Palpatine. After Gar Saxon's death, his brother, Governor Tiber Saxon, succeeded him and wished to gain control of all of Mandalore, but was killed before he could achieve his goal after Sabine Wren returned to Mandalore with her clan and the Darksaber to free her father.

After Saxon's death, Sabine Wren passed down the Darksaber to Lady Bo-Katan Kryze, who accepted the Darksaber from Wren and with the support of clans Wren, Vizsla, Rook, Eldar, her own Clan Kryze, and the Protectors, represented by Rau, stepped into the role of Mand'alor to unite the Mandalorian people against the Empire.

Prominent Mand'alors: Tarre Vizsla

Tarre Vizsla was the first Mandalorian accepted into the Jedi Order of the Old Republic. During his time as a Jedi, Vizsla created the Darksaber, which was seen as a one of a kind lightsaber. Vizsla eventually became Mand'alor. After his passing, Vizsla was honored with a statue of himself on Mandalore. His darksaber was kept at the Jedi Temple on Coruscant. However, it was stolen by members of House Vizsla. It was used by members of the House and Clan Vizsla to unify the people and strike down their enemies.

The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order, prior to 1019 BBY. The weapon was kept in the Jedi Temple after Vizsla's passing, but members of House Vizsla stole the saber in a conflict with the Jedi during the fall of the Old Republic. The Darksaber was passed down, generation to generation, by the ancestors of Pre Vizsla, who held onto the weapon even after the pacifist ideals of the New Mandalorians replaced the warrior ways of Mandalore.

Prominent Mand'alors: Pre Vizsla

Pre Vizsla was the leader of the terrorist Mandalorian faction known as Death Watch. Following Mandalore's Civil War, Vizsla became leader of Death Watch and attempted to overthrow the New Mandalorians' leadership in order to restore Mandalore's warrior past, seeing Duchess Satine as a tarnish to Mandalorians.

Vizsla's reign as Mand'alor was cut short when Maul and his brother broke out of prison with the former prime minister Almec. In the Sundari's Royal Palace's throne room, Maul challenged Vizsla for leadership, which Vizsla accepted and handled Maul his lightsaber. At first, Vizsla had the upper hand in his duel with Maul by using his jetpack and blasters. However, Maul was able to defeat Vizsla. Vizsla, accepting his defeat, gave Maul the darksaber and was beheaded in front of the Death Watch.

Prominent Mand'alors: Bo-Katan Kryze

During the subsequent civil war and the siege, Kryze was named Lady of House Kryze and Regent of Mandalore by the Jedi. However, the Republic was reorganized into the Galactic Empire, and Kryze was forced out of power by Clan Saxon. However, in 2 BBY, Kryze chose to ally her House with Clan Wren when they chose to resist the Empire. However, when Sabine Wren gave her the Darksaber, Kryze refused due to her failing as Regent. With Clan Wren, she was able to free Sabine's father Alrich Wren. Unfortunately, Kryze learned that the Empire, under Governor Tiber Saxon, had rebuilt the Arc Pulse Generator (a weapon designed to attack mandalorian beskar) that Sabine had designed and codenamed the Duchess after Kryze's sister. Despite wanting to punish Wren for creating the Weapon, Kryze knew that they needed her help to destroy it. Thus, Kryze, Sabine, and their allies boarded Saxon's Star Destroyer. Despite being briefly captured by Saxon and Captain Hark who wanted Wren to improve the Duchess. Fortunately, Wren was able to make the Duchess target Stormtrooper armor. Despite this development, Kryze convinced Wren to destroy it instead of using it against the Empire.

After the destruction of the Duchess and Saxon's star destroyer, Kryze regrouped with her forces. With support from the Protector Fenn Rau and the other clans, Kryze accepted the title Mand'alor and the Darksaber in honor of her people and her sister.
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As a bonus action, Mand'alor can move up to its speed toward a hostile creature that it can see.

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Mand'alor has advantage on saving throws against being frightened.

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Creatures provoke an opportunity attack when they move to within 15 feet of Mand'alor, and they can use their blaster weapons when making opportunity attacks.

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When Mand'alor uses an action to cast a tech power, they can make one weapon attack as a bonus action.

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Mand'alor has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Activating or deactivating the jetpack requires a bonus action and, while active, Mand'alor has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

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Mand'alor deals two extra dice of damage with its weapons (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MzRkMjEzNmNhNTkx","flags":{},"name":"Moderately Armored","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

While wearing medium armor, Mand'alor adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZmViZGJjYTkxZDZh","flags":{},"name":"Tech-Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

Mand'alor is a 14th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with tech attacks) and it has 60 tech points and can only cast a single 6th and 7th level power before taking a long rest.

Mand'alor knows the following tech powers:

At will: assess the situation, encrypted message, kolto pack,

temporary boost

1st level: energy shield, flame sweep, flash, spot the weakness,

tactical barrier, tranquilizer

2nd level: detect invisibility, electromesh, shared shielding,

smuggle

3rd level: explosion, kolto cloud, tactical advantage, tech

overide

4th level: ballistic shield, defibrillate, kolto reserve, scan area

5th level: immolate, paralyze creature

6th level: disperse energy, firestorm

7th level: greater sabotage charges, tactical superiority

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MWQ4MjY4NzBjMjBi","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

Mand'alor adds it's ability modifier to two-weapon fighting damage. Additionally they gain a +1 bonus to AC while wielding a separate weapon in each hand (included).

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"M2VlODIzYjk3ZGI5","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/366_-_Mand_27alor/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

Mand'alor makes three weapon attacks and can make two offhand attacks as a bonus action.

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Ranged Weapon Attack +14, Range 40/160 ft., One target. Hit : 20 (3d8+7) energy damage

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 16 (3d6+6) energy damage.

Mand'alor gains +3 to attack and damage rolls made with this enhanced lightsaber (included). This weapon ignores resistance to energy damage. When Mand'alor attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, they cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 energy damage from the hit.

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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.

Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"The Geeaych-Seven: Four-time winner of the 'Silver Bantha' for excellence in industrial design.\"

- Excerpt from a Chiewab Amalgamated Pharmaceuticals sales manual

ManufacturerChiewab Amalgamated Pharmaceuticals Company
ClassClass 1 medical droid
Height
0,7 meters
GenderMasculine programming
Sensor colorBlue
Plating colorSilver

The GH-7 medical analysis unit was a model of medical droid in operation during the final years of the Galactic Republic. It was manufactured by the Chiewab Amalgamated Pharmaceuticals Company in competition with Geentech's 2-1B, and designed by a group of Columi.

The GH-7 was a multi-purpose automaton designed to handle diagnostics and surgical assistance duties. Though reminiscent of a humanoid form, the GH-7 was not modeled on any particular species, instead designed to perform efficiently on a variety of outlying worlds among any number of alien races. The droid had access to a range of medical duties, all the while wirelessly connected to the current medical facility's main computer. Also, it could serve as an assistant to an organic medic, as it was made so that all of its tools were easily accessible.

The GH-7 was used on many Outer Rim medical outposts, including the CIS facility on Boz Pity and the medical center on Polis Massa. Several decades later, the GH-7 would find use at the Aurora Medical Facility on Obroa-skai.

History

Chiewab Amalgamated Pharmaceuticals Company, though one of the galaxy's largest medical corporations, was not known for making droids. The company could have gained the opportunity to become a forerunner and lead player in the droid market, however, if it had not spun off its subsidiary unit, Geentech. Geentech soon proved too valuable to lose when the company introduced the 2-1B, but by then it was too late to claim copyrights on the valuable property. Before Chiewab could even have a chance, Industrial Automaton swooped in and absorbed the solo franchise. Ever since, Chiewab worked to make amends for the 2-1B with the GH-7, its best contender. Using a percentage of the company's vast profits Chiewab hired a droid design staff comprised entirely of the highly intelligent Columi. The intellectual species' love for logic and efficiency in engineering were qualities expressed in the creation of the GH-7. However, Core World medical facilities continued to purchase the more sophisticated 2-1B or the broader MD-series medical specialist droids, making the Outer Rim a more welcoming market for the droids.

After Padmé Amidala was injured by Darth Vader on Mustafar, she was taken to a medical facility on Polis Massa. There, this soft-spoken medical droid bore the news from the silent Polis Massan medics who worked diligently to save Padmé's life. Though they found nothing physically wrong with her, for reasons they could not pinpoint, she was losing her grasp on life. However, this news was mingled with hope for those present, Obi-Wan Kenobi, Bail Organa, and Yoda; the Senator was pregnant with twins. Though the Polis Massan medics were unable to save Amidala's life, she did give birth to twin infants, Luke and Leia, giving these children a chance at life. A GH-7 unit also assisted in treating the injuries of Jedi Padawan Zeami following the Battle of Coruscant.

Design

The GH-7 was a premier medical droid typically found in some of the better-equipped hospitals and as a personal physician to the wealthy. The GH-7 was designed so as not to mimic any known species to ensure that a wide variety of aliens were comfortable being treated by the droid. The design settled on had a roughly humanoid torso, three main limbs, and a central head unit. The droid was kept easily customizable to account for last-minute emergency needs and use with non-Human races and was equipped with a heuristic processor to allow it to learn new techniques. A slit in the droid's chest also served as a hologram projector, which had the capacity to generate life-sized holograms of a patient in order to better illustrate the steps of a complicated procedure. A separate equipment tray was built into the droid's \"crest\", which held such tools as scalpels, bone spreaders, and other diagnostic tools. Everything on the droid's body was arrayed to allow for easy access. The droid was mostly gray and black, with a bright green holoprojector, display, and photoreceptors, and a blue symbol on the droid's chest to mark the analysis chamber.

On the droid's left hip was a black, L-shaped tray with another, smaller tray slightly above that. In addition to these, the droid boasted a specimen rack that protruded from its side and held sample jars or vials of live cultures. Repulsor fields kept the sensitive liquids perfectly balanced to inhibit spilling.

The droid's torso sported three dexterous arms, two of which were connected to the shoulders and were single-hinged, with three dual-hinged manipulators. The third protruded from atop the right shoulder and was also single-hinged with two dual-hinged fingers. These three limbs allowed the droid to perform various delicate tasks, from collecting specimens to hypodermic injections. A fourth, less-noticeable arm housed a testing probe. This arm was used when analyzing a biological sample to insert the sample into the droid's built-in analysis chamber capable of two kilograms of storage.

The head of the droid was a hammer-headed shape, with a flat \"face\" and a long sloping crest at the back of its head. A wire connected the crest to the back of the droid. Its photoreceptors were wirelessly linked to the medical mainframes of its current facility, as well as doubling as bioscanners and functions that included parallax brainwave readings as well as enabling the droid to see in dim lighting. A disc-shaped display screen exhibited video or pictographic information regarding the GH-7's testing results and its diagnostic conclusions. A comlink was built into the droid for communication over distances.

The design of the GH-7 was so successful that it won the Silver Bantha for excellence in industrial design four times and was recognized for its humanitarian work.

The GH-7 cost 4,840 credits, a price that made it rare to find on poorer worlds, though some patrons donated them to hospitals or clinics on fringe worlds or to serve as relief workers.

Programming

\"Medically, she is completely healthy. For reasons we can't explain, we are losing her.\"

- A GH-7, speaking of Padmé Amidala, to Obi-Wan Kenobi, Yoda, and Bail Organa

The GH-7 was programmed with considerable intelligence, enabling the droid to act as a diagnostician, a surgical assistant, anesthesiologist, and hematologist. The GH-7 was also automatically programmed with the ability to speak Binary and was able to interface with a computer. The droid was, unlike most medical units, transported on and provided mobility by a single whisper-quiet repulsorlift cell for maximum mobility in an operating room and a crowded hospital and to reduce contact with potentially contaminated surfaces.

The droid was programmed with a gentle, calming voice meant to soothe both the patients and their companions alike, in conjunction with this, the GH-7 was programmed with a high degree of compassion, such that independent GH-7s sought work in poor or troubled regions and attempted to heal whatever ill being it came across. It was also programmed with several mannerisms meant to give it a more benevolent and approachable feel, such as gestures or subtle movements or raises in pitch. Its largish head, while echoing the Columi's similarly oversized skull, gave the droid the look of a child, making it seem less threatening, as did the lack of any sharp edges and the rounded appearance. The droid was also inherently programmed with the physician's code and strong prohibitions against harming any intelligent organic being. This was so engrained in their programming that the droids were incapable of engaging in combat except to protect their patients, and even then only utilized weapons set to stun when against an intelligent, living target.

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

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While you are interfaced with this droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your droid, you can roll the dice twice and take either total.

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As an action, the droid can expend a use of a medkit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

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As an action, the droid uses a medpac to restore 2d4+2 hit points to a creature within 5 feet.

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As an action, the droid can administer a charge of an antidote kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.

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\"And look, those animals, I can't explain it. There's something graceful about them. They just move like every particle of 'em is perfectly aligned and entirely free. They'll take you through a storm, over a river, into a building. They'll maul the kriff out of anyone that gets in your way. They're basically a stormtrooper's best friend.\"

- Sardis Ramsin

DesignationNon-sentient
ClassificationReptile (lizard)
Skin colorGreen
Homeworld

Tatooine

Habitat

Desert

DietOminvore

Dewbacks were thick-skinned reptiles native to the desert planet of Tatooine, where they were used as beasts of burden, as well as mounts for specialized sandtroopers known as Dewback troopers.

Biology and appearance

\"Yeah, well. You don't know borcat scat from dewback dung, pal.\" - Temmin Wexley to Sinjir Rath Velus

Rugged reptillian lizards native to the deserts of Tatooine, dewbacks were able to withstand the heat of the world's binary suns, as well as the dust that caused mechanical breakdowns in high-tech conveyances. They had thick hides of scaly green skin, with long, rounded heads and short tails. They plodded through the desert sands on four clawed feet, and while capable of brief bursts of speed, typically became lethargic at night and in colder climates. Female dewbacks laid fifty to eighty-five eggs each standard year. The species was so named because of their habit of licking the morning dew from their backs with their flicking tongues. They made strange, lowing noises, similar to that of a bantha.

Dewbacks in the galaxy

\"I really don't know what the mounties are so fussy about. While we futz around like holograms on the dejarik board, these lucky moes get to roll nobly across the desert on dewbacks.\" - Sardis Ramsin, on Dewback troopers

Dewbacks were utilized on Tatooine as plodding but reliable mounts, and were ridden by citizens of Mos Eisley along with other creatures such as rontos and jerbas. They were also used as beasts of burden to haul goods for merchants or moisture farmers, and pulled podracer parts to starting grids, as during the Boonta Eve Classic podrace held at the Mos Espa Grand Arena.

Gozetta kept a dewback corpse among the big-game trophies at the Xirl hunting lodge, which was discovered by Milo and Lina Graf. During the Age of the Empire, dewbacks served stormtrooper patrols assigned to Tatooine's Imperial garrison. These Dewback troopers used jolts of electricity to control their mounts, using them to batter down property of enemies of the Empire. When prodded, a dewback would put on a short burst of speed. A contingent of sandtroopers dispatched on Tatooine to retrieve the Death Star plans stolen during the Battle of Scarif utilized native dewbacks as their mounts. Two sandtroopers rode dewbacks as part of Darth Vader's escort for his meeting with Jabba Desilijic Tiure at the Hutt's palace following the Battle of Yavin. Jabba's beastmaster, Malakili, kept a small water shiv made from dewback bone.

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The dewback has advantage on Wisdom (Perception) checks that rely on smell.

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The dewback makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 8 (1d8+4) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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If the Gunslinger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Gunslinger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Gunslinger can take the Dash or Hide actions as a bonus action on its turn.

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The Gunslinger adds 2 to its attack rolls with blasters.

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The Gunslinger ignores half and three-quarters cover, and does not suffer disadvantage on attack rolls at long range. Additionally, the gunslinger can take a -5 penalty on an attack roll with a blaster. If the attack hits, the gunslinger adds +10 to the damage roll.

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The Gunslinger is a 20th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks). The Gunslinger has 23 tech

points and knows the following tech powers:

At-will: assess the situation, electroshock, targeting shot

1st level: element of surprise, energy shield, homing rockets,

tracker droid interface

2nd level: infiltrate, paralyze humanoid, scorching ray, shatter,

translocate

3rd level: explosion, tactical advantage

4th level: ballistic shield, cloaking screen, kolto reserve

5th level: cryogenic spray

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The Gunslinger has advantage on saving throws against tech powers.

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.

The Gunslinger makes three attacks, or it casts a tech power and makes an attack.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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Ranged Weapon Attack +12, Range 40/160 ft., One target. Hit : 18 (3d8+5) energy damage

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The Gunslinger unleashes a barrage of gunfire in a 60-foot cone. The Gunslinger can make a Blaster attack against each creature in that area, dealing an extra 14 (4d6) piercing damage on a hit. A creature hit by an attack in this way must succeed on a DC 18 Constitution saving throw or be stunned until the end of the Gunslinger’s next turn.

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.

The Gunslinger throws a grenade, choosing a point within 45ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Blackarm makes two attacks, either with its Greater Shoni Spear or its Outland Rifle, and uses Incite Rampage if it can.

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Melee Weapon Attack +5, Reach 5ft., One target. Hit : 6 (1d8+2) kinetic damage.

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Melee Weapon Attack +5, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 8 (1d10+3) kinetic damage

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Ranged Weapon Attack +4, Range 30/120 ft., One target. Hit : 5 (1d6+2) kinetic damage

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One creature the Kolkpravis' Blackarm can see within 30 feet of it can use its reaction to make a melee attack if it can hear the Kolkpravis Blackarm and has the Rampage trait.

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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 14 (4d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 20 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 20 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YjQ4ODM5M2FlNDdl","flags":{},"name":"Enhanced Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/381_-_Mnggal-Mnggal_2C_Pool_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal's attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2M5YmE0MDc5NWQ5","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/381_-_Mnggal-Mnggal_2C_Pool_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjFkZTM1YTgxZTU0","flags":{},"name":"Regeneration","type":"feat","img":"systems/sw5e/packs/Icons/monsters/381_-_Mnggal-Mnggal_2C_Pool_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal regenerates 15 hitpoints at the start of it's turn, as long as it has 1 hit point.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZDEzOTA1NTBhMTBi","flags":{},"name":"Spider-climb","type":"feat","img":"systems/sw5e/packs/Icons/monsters/381_-_Mnggal-Mnggal_2C_Pool_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

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Melee Weapon Attack +12, Reach 30 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 10 (3d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 20). A grappled target takes 11 (3d6) acid damage at the start of its turn.

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.

Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 17 Dexterity saving throw or take 16 (3d10) acid damage on a failed save. A target that failed the save must make a DC 19 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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.

Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d8+6) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

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.

Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 19 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"As sure as it is my duty to remain loyal to your command, I also have another duty. To protect those men.\"

- Clone Captain Rex, to General Pong Krell and referring to the clone troopers under his command

GovernmentGalactic Republic
Organization
  • Republic Military
    • Grand Army of the Republic
    • Republic Navy
Position typeMilitary rank
Duties
  • Command of a company
  • Command of a starship

A Clone Captain, also known as clone trooper captain, was a rank held by clone troopers in the Galactic Republic's Grand Army who commanded companies of 144 troopers, although this limitation did not apply to every captain. The sixteen captains of a regiment were in turn led by their respective Clone Commander, or in some cases, a Jedi General. Standard Phase I captains wore armor featuring four maroon circles on the left chestplate as well as a stripe of maroon down the length of each arm, vertically up the middle of the helmet and laterally around the visor.

CT-7567, also known by his nickname \"Rex,\" was a respected and notable Clone Captain who led the 501st Legion and the legion's Torrent Company. He often took orders directly from Jedi General Anakin Skywalker, and served as Skywalker's first in command. Rex also had authority over Execute Battalion and Carnivore Battalion of the 501st Legion.

In the final moments of the Clone Wars, Clone Captains were ordered by Supreme Chancellor Palpatine to betray and kill their Jedi Generals.

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The captain has advantage on saving throws against being frightened.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The captain makes two blaster rifle attacks and throws a fragmentation grenade, if available.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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The captain throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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Homeworld
Dagobah
HabitatSwamps

The Spotlight sloth, or spot-light sloth, or Dagobah swamp sloth, was a large furry mammal native to the swamps of Dagobah. The sloth was covered in a waterproof greenish-brown fur. They were so named because of the blue bioluminescent patches beneath the leathery skin on their hairless chests. These \"spotlight\" patches, when revealed, were used to induce plants and fungi to unfold and/or burst. The sloth would then use its small paws to quickly stuff food in to its toothless mouth.

Spotlight sloths favored fresh, succulent flowers along with the berries of the lahdia plant, but willingly ate other plants if necessary. In turn, sloths were preyed upon by Dagobah's knobby white spiders. One stab of the spider's venomous stinger could knock out an unlucky sloth.

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The sloth emits bright light in a 5-foot radius and dim light for an additional 10 ft..

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The sloth makes two fist attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage

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Ranged Weapon Attack +5, Range 25/50 ft., One target. Hit : 6 (1d6+3) kinetic damage.

If the target is a Large or smaller creature, it is must also make a DC 13 Dexterity saving throw. On a failure, it is also blinded until the end of its next turn.

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In planet-based military organizations, a sergeant was a non-commissioned officer ranking above a corporal and below a Warrant Officer. Sergeants served as squad leaders, or as assistants to commissioned officers commanding larger units and formations. Sergeants formed the backbone of the Imperial Army. The rank of sergeant was also a part of the Sith army in the New Sith Wars. Darth Bane was once a sergeant. In the ranks of the Mandalorian Protectors, the rank of sergeant was called ruus'alor. The rank could and would also be utilized by members of a law enforcement agency.

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Once per turn, the sergeant can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't incapacitated.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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The sergeant makes two weapon attacks.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 7 (1d12+1) kinetic damage

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For 1 minute, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated.

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Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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\"Nothing beats gizka, though, when it comes to being a true pest.\"

- Dexter Jettster

DistinctionsReproduced every few days
Homeworld
  • Possibly Lehon
  • Manaan (immigrated)

Gizka were small reptiles that could be found all across the galaxy.

Biology and appearance

\"Humansssss...taste like gizka.\"

- Anonymous Trandoshan

Whatever their native world, their extraordinary reproduction rate led to a fair amount of gizka on many worlds, even including uncharted planets such as Lehon, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited, as they commonly ate electrical wiring.

They were the source for the delicacy gizka steak. Some species of sentient carnivores, like Trandoshans, seemed to think that gizka were one of those kinds of animals that \"everything tastes like.\"

History

The Ebon Hawk once played host to a temporary colony of gizka, in an incident involving mishandled cargo, an Aqualish and a Tatooine shipping company.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny gizka. The swarm can't regain hit points or gain temporary hit points.

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The swarm can't use its blindsight while deafened.

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 7 (2d6) kinetic damage

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage

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The Mandalorians—known in Mando'a as the Mando'ade, or \"Children of Mandalore\"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.


History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to \"Sole Ruler\" and was rendered as \"Mandalore\" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.


Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.


Armor. Known as beskar'gam, meaning \"iron skin,\" Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.


The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. 

Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":6,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 17","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":18,"prof":3,"total":8},"sur":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","token":{"flags":{},"name":"Mandalorian Infiltrator","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"p9d5fCyA8I9Gqz69","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":85,"max":85},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDNhMWVjYTU4ZmVh","flags":{},"name":"Ambusher","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator has advantage on attack rolls against any creature it has surprised.

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The infiltrator has advantage on saving throws against being frightened.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OWM2NjBiZTQ1ODE2","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The infiltrator deals one extra die of damage with its weapons (included in the attack).

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While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"ZmU3M2EyNTk4ZGMy","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZjNlZDY1ZGI5MTNh","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NjY0M2Q5YzlhMTAy","flags":{},"name":"Tech-Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The infiltrator is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 23 tech points.

The infiltrator knows the following tech powers:

At will: assess the situation, combustive shot, encrypted

message, minor hologram, rime shot

1st level: alarm, element of surprise, gleaming outline, smoke

cloud

2nd level: concealed caltrop, infiltrate, smuggle

3rd level: invisibility to cameras

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MzVjOWFiYjMzMGRj","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZDVhODMwZmE1YTgz","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The infiltrator makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ZjczODA0ZDBkYjE4","flags":{},"name":"Sniper Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +8, Range 150/600 ft., One target. Hit : 18 (2d12+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d12+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"ZWY1NzM3NjExMTA3","flags":{},"name":"Hidden Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (2d4+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":140000},{"_id":"YWM2MzIxYzYzODAw","flags":{},"name":"Bite","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a bite attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"ZTM1YzgzNmI4NmZi","flags":{},"name":"Tail","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"Zjc5NGRmZDg1ZmEz","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/359_-_Mandalorian_Infiltrator/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

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\"You seen that new VT-16?\"
\"Yeah, some of the other guys were telling me about it. They say it's… it's quite a thing to see…\"

- KE-829 and his partner aboard the first Death Star

Manufacturer

Arakyd Industries

ClassSecurity droid
Height1,5 meters

The BT-16 perimeter droid, also known as the VT-16 (or B'omarr Brain Walker on the version equipped with brain jars) was a bulbous, spider-like droid manufactured by Arakyd Industries.

Characteristics

The BT-16 came equipped with highly sensitive sensor packages, including a Fabritech seismic reader and a Carbanti motion detector. It was armed with a Taim & Bak repeating blaster cannon. The droid also featured a TranLang I Communication module and a vocabulator, though it was only able to speak droid languages.

History

\"A fanatical religious organization that believed they could achieve true enlightenment by having their brains surgically removed and placed into spider droid bodies.\"

- Mayor Mikdanyell Guh'rantt, about the B'omarr Monks.

These droids were used by the Galactic Republic and later the Galactic Empire.

Early production runs reused the chassis of the TS-Arach series Pest Control Droid before the six-legged design was introduced. The B'omarr Monks used these droids to carry brains of those who had achieved \"enlightenment\". The droids were occasionally equipped with vocoders, and lived in Jabba Desilijic Tiure's Palace until his death. The walkers generally went unarmed while carrying a brain, and had trouble doing anything beside walking.

One of the modified B'omarr version, seemingly without a brain, was present on Jib Kopatha's home, Void Station, in 0 ABY.

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.

The B'omarr Brain Walker makes Two Mind Thrust attacks

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.

One creature within 60 feet of the B'omarr Brain Walker must make a DC 13 Wisdom saving throw, taking 13 (4d6) psychic damage on a failed save, or half as much on a successful one.

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\"They targeted the south support! What are those fool droids doing?!\"

- The Keeper questioning the Hyena bombers

ManufacturerBaktoid Armor Workshop
Class
  • Bomber
  • Droid Starfighter
Cost23.000 credits
Length12,48 meters
Height/depth3,1 meters

The Hyena-class bomber, also known simply as the Hyena droid bomber, Hyena Droid or Hyena bomber, was a droid bomber used by the Confederacy of Independent Systems as a heavy ordnance craft during the Clone Wars. The Hyena bomber also was used as a fighter, but only when needed. Due to its restricted availability, the Hyena-class bomber was missing in many key battles. The bomber saw service in different campaigns on planets such as Christophsis, Falleen and Ryloth.

Characteristics

The Hyena-class bomber was similar in design to the Vulture-class fighter, but had a broader fuselage and two \"head\" units. Unlike the Vulture Droid, the Hyena bomber's wings separated in the middle while in \"walker\" mode. Underneath the second, immobile head, there appeared to be a red photoreceptor protruding from the blue hull. The Hyena-class bomber was capable of carrying four proton bombs, six proton torpedoes and six light concussion missiles inside the bomb bay beneath the hull. The Hyena bomber also carried two light laser cannons which eliminated the need for fighter escort.

Roles

The Hyena-class bomber was originally designed as an air-to-surface bomber. With its twin laser cannons and maneuverability, the Hyena bomber also was used as a fighter but only to support other fighters.

History

\"It appears a surrender is unnecessary. We will all perish for the glory of the Separatist Alliance.\"

- Wat Tambor to Mace Windu, as Hyena bombers approach

The Hyena bomber was first introduced in 22 BBY as a cheaper, more maneuverable bomber by Baktoid Armor Workshop at the beginning of the Clone Wars. Ten of these bombers were first stationed aboard the flagship Invincible of Admiral Trench during the blockade of Christophsis. They were later used to bomb the surface.

The Hyena-class bombers were seen during the Battle of Falleen, early in the Clone Wars. The Separatists completely eradicated the Republic force stationed there and proceeded to attack the fortress of the King. There, they shelled the capital, but could not penetrate the defensive shield surrounding the palace of the Falleen King.

After a Separatist Starship flew over Florrum, the Hyena bomber proved itself as a fighter. The Separatists deployed Hyena bombers along with other droid starfighters with the mission to shoot down Aayla Secura's recon ship that was tasked with a recon mission. The gunship shot down all of the bombers and other craft including Bounty hunter Shahan Alama, then returned to Secura's ship.

The Hyena-class bombers also found use during a battle on planet Kadavo. Lead by Asajj Ventress in her ship the Trident, a squad of bombers was tasked with destroying a Kadavo slave processing facility. The bombers managed to take out one support cable causing the structure to become unstable and toppled several Togruta slaves into lava. The bombers then turned around and began to attack again, but were then destroyed when a Clone trooper shot a proton bomb underneath one of the bombers. After having her bomber squad destroyed, Ventress requested more from General Grievous who was in the process of retreat. Ventress then proceeded to attack but was forced to follow Grievous in retreat.

Bombers were also in use during the Battle of Ryloth. First, Hyena bombers were ordered to carpet bomb all of the Twi'lek villages, as a last ditch effort to destroy what couldn't be taken. While regrouping, Commander CC-6454 witnessed one of these attacks and reported it to General Mace Windu. Windu then ordered Anakin Skywalker to take a Republic squadron and eliminate the bombers. Before Separatist leader Wat Tambor fled the city, his Tactical droid ordered a nearby group of Hyena-class bombers in flight to destroy the capital city of Lessu, and Tambor himself. The bombers were in sight of the city but were destroyed at the last second by Skywalker and Ahsoka Tano.

Hyena bombers were also used by HELIOS-3D in his Droid Army over the planet of Iego. They attacked a lone scout fighter sent by General Kenobi to report on the mysterious activity in an area called \"The Thicket\". The lone fighter destroyed the bombers and other droid forces sent by HELIOS-3D. The fighter returned and Generals Skywalker and Kenobi began to board HELIOS-3D's capital ship. After having his forces defeated, the droid transferred his consciousness into a B1 battle droid and left his body in his command ship.

These bombers were also present at the Battle of Malastare, where they attacked Republic AT-TEs and other targets. Many of the Hyena bombers were shot down by stun tanks but the disabled bombers ended up crashing into Republic armored columns, achieving much the same effect, weakening the Republic forces during the battle. It was only the use of the experimental electro-proton bomb that secured a Republic victory, although its use awoke a fearsome Zillo Beast.

Hyena bombers were commanded by Ventress in the Battle of Sullust against a Republic fleet led by both Skywalker and Kenobi. After Ventress personally joined the battle and engaged the two, Count Dooku was ordered by Darth Sidious to have his elite assassin eliminated. TJ-912, the tactical droid in charge of Ventress' forces, was assigned this task by the Count. After ordering her destroyer to fire upon the command ship where Ventress and the two Jedi dueled, TJ-912 contacted one of her bombers and ordered it to calculate its flight path to terminate in the flagship's main hangar. The bomber then flew directly through cannonfire and went flying on its suicide run into the hangar as commanded, crashing and almost hitting Skywalker, Kenobi and Ventress, who barely managed to jump out of its way. Despite the immense damage to the command ship and the suicide bomber, the three combatants were able to escape the dreadnaught's destruction.

During the Battle of Dathomir several landing craft and Vulture Droids launched from the Separatist supply ship and headed towards Dathomir. Soon when the battle started Ventress saw droid fighters in the sky. A couple of Hyena bombers bombed the surface of Dathomir, damaging the entrance to the Nightsister fortress.

Hyena bombers were also seen in the battle of Scipio. The Hyena bombers were used for the first attack on Scipio. The Vulture Droids and Hyena bombers flew on to the planet and bombed the cruiser and then stayed there with the Vultures. Soon when Anakin lead his attack on Scipio, a squad of Z-95 Headhunters lead by Hawk headed to the Separatist ships. Several Vulture Droids and Hyena bombers launched from on top of the Count Dooku's Dreadnaught and his Separatist supply ships. The Hyena bombers passed the Headhunters while the Vulture Droids engaged them. When Count Dooku retreated with his ships, the Hyena bombers and Vulture Droids left too while Anakin and his gunships passed. When Anakin's gunships were closer to the landing platform on Scipio, Several Vulture Droids and Hyena bombers that stayed launched and headed towards the Gunships and Hawk's fighters. The Hyena bombers were destroyed at first which then only left the Vulture Droids to engage the Headhunters.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":6,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":2300},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"darkvision 60 ft., passive Perception 16","languages":{"value":[],"custom":"Binary, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","token":{"flags":{},"name":"Hyena-Class Bomber","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"pN23tHi6xgtAEa6i","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":168,"max":168},"bar2":{"value":14,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZjRiMDcwOTYyZmQ4","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","data":{"description":{"value":"

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

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The bomber deals double damage to objects and structures.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTZhNjk0ZDlkNDUw","flags":{},"name":"Deflector Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","data":{"description":{"value":"

The bomber adds 3 to its AC against one attack that would hit it. To do so, the bomber must see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YThmOTgyNGRmMjgz","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The bomber makes two light laser cannon attacks or two slam attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ODU3ZjAxMjM4ZmE5","flags":{},"name":"Slam","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/172_-_Hyena-Class_Bomber/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

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Ranged Weapon Attack +2, Range 100/200 ft., One target. Hit : 42 (5d12+10) energy damage

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Ranged Weapon Attack +2, Range 100/200 ft., One target. Hit : 16 (3d10) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 10), taking 16 (3d10) energy damage on a failed save, or half as much on a successful one.

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Ranged Weapon Attack +2, Range 300/600 ft., One target. Hit : 11 (2d10) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 10), taking 11 (2d10) energy damage on a failed save, or half as much on a successful one.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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While wielding the heavy blaster or the techblade the Bounty Hunters AC increases by 1

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When you deal damage to a creature with your weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage. (Damage is included in the attack section)

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When a creature is reduced to 0 hit points by the disruptor rifle, it must make a DC 12 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

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The Bounty Hunter is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +7 to hit with power attacks, 24 tech points).

The Bounty

Hunter knows the following powers:

At-will cryogenic burst, targeting shot, assess the situation

1st Level target lock, tracer bolt, absorb energy, energy shield

2nd Level translocate, infiltrate, smuggle

3rd Level explosion, cryogenic suspension

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The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

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The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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Black Sun

Black Sun held a massive amount of reach and inuence, extending its tendrils of corruption deep in the various galactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was just the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its information networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to Black Sun rivaled those belonging to a large planetary army, including foot soldiers.

Below the leader of Black Sun were nine Vigos (Old Tionese for \"nephew\"). Each Vigo ruled over his or her own territory and sector. 

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The HRD will pass as human from all but the most sophisticated of scanners and even these are more likely to identify the HRD as organic but not human.

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The HRD has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The HRD's attacks are considered enhanced.

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On each of The HRD's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The HRD deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the HRD doesn't have disadvantage on the roll.

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The HRD has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit.

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If the HRD is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the HRD instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The HRD makes three unarmed strikes or three blaster pistol attacks.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Strength saving throw or drop one item it is holding (HRD's choice).

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Dexterity saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Constitution saving throw or be stunned until the HRD's next turn.

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\"I'm Arakyd Industries Security droid Z-58-0, Twi'lek\"

- Zeeo

ManufacturerArakyd Industries
ClassSecurity droid
GenderMasculine programming

Z-58-0 security droid, or Zeeo, was a floating security droid manufactured by Arakyd Industries that once worked for Black Sun.

Biography

He became the companion of mercenary Rianna Saren after he saved her from a Black Sun smuggler; she removed his restraining bolt, and he offered her his database on Imperial computer systems. Zeeo worked alongside Rianna during her battle against the Imperial slaver Zarien Kheev, and her investigation of the Death Star project and proved himself to be very useful. On Coruscant, he helped Rianna to steal an Imperial shipment; on Alderaan he sliced the main computer of the Agricultural research vessel and gathered the intelligence on it's purpose; on Mustafar he set the main drilling shaft on overdrive; on Tatooine he helped Saren to defeat the rancor; on Despayre Zeeo downloaded the Imperial codes that allowed them to escape the Death Star and on Danuta he saved Rianna by sacrificially taking Zarien Kheev's final shot. He also opened numerous doors, deactivated alarms and force fields. Zeeo was also a good fighter, being capable to stun the enemies with electricity and equipped with a powerful weapon–the Dual Cannon

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

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The droid comes with proficiency in security and slicer tools.

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While you are interfaced with this droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by the droid taking the Help action you can reroll one of the dice once.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 1 (1) lightning damage

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.

The Security Droid may enter a sentry state, granting the benefits of the alarm tech power to a target creature within 10 feet of the droid at the time of entering the sentry state. The Security Droid must remain within 60 feet of the warded location or the ability ends.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid (human)","environment":"","cr":21,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 28","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"itm":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"nat":{"value":0,"ability":"int","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"sur":{"value":0.5,"ability":"wis","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","token":{"flags":{},"name":"Jedi Vaapad Master","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"pwnsyNVeZW8udkcZ","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":170,"max":170},"bar2":{"value":21,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmFhZjk5OWFmNGI4","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

When Jedi Vaapad Master fails a saving throw, he can choose to succeed instead.

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Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

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Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

The

Jedi Vaapad Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: stun, stun droid sever force

3rd level: telekinetic storm, knight speed

4th level: freedom of movement, force immunity

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZGJlOGRiNWE0ZWRl","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, Jedi Vaapad Master adds his Wisdom modifier to AC.

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The Jedi Vaapad Master can choose one creature or object within 60 ft.:

If targeting a creature or construct. The Jedi Vaapad Master's attacks will deal an 2d8 additional damage on a hit. This effect will last up to a minute.

If targeting an object. The Jedi Vaapad Master will be able to find the object's weak point and can make an attack roll and shatter the object on a hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MTE5Nzc2YWI2MjE4","flags":{},"name":"Vaapad","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

The Jedi Vaapad Master has advantage on any attacks made against a creature with darkside alignment.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"Mjg2ZTRiMGRmOWJl","flags":{},"name":"Combat Caster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

When the Jedi Vaapad Master uses his action to cast a force power, he can use a bonus action to make a martial lightsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MGNhMjg2ZjY3Y2Nm","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

The Jedi Vaapad Master is a 17th level forcecaster it's forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 51 force points).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MmJiNWVjNzIxNWVm","flags":{},"name":"Vaapad Strike","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

The Jedi Vaapad Master can utilize his reaction to make a lightsaber attack on a creature that has just made a successful attack against it

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NDcwYTI4MmY2YzM1","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When the Jedi Vaapad Master makes three martial lightsaber attacks or casts a force power and makes a light saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OWFkZGFiNjg3Mjkw","flags":{},"name":"Martial Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 5 (1d10) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"],["1d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"YzI4ZWQ5MTFiOTYy","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"MzNkMzg1NzNkY2E0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"YTg2NGQ3NzlkZDQ5","flags":{},"name":"Forcecasting (1 legendary action per power level)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZWIyN2FmY2E3NDdj","flags":{},"name":"Martial Lightsaber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Vaapad Master makes one Lightsaber attack.

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\"I'm 0-0-0 or Triple-Zero, if you prefer. I'm a protocol droid, specialized in etiquette, customs, translation and torture, ma'am.\"

- 0-0-0 introduces himself to Doctor Aphra

ManufacturerCybot Galactica (chassis) 
ClassProtocol droid
Sensor Color
Red
Plating Color
Dark silver

0-0-0, also known simply as Triple-Zero, was a protocol droid designed to specialize in etiquette, customs, translation and torture.

Characteristics

\"This is the Triple-Zero protocol personality matrix. Had a few bugs. Twitchy coupling. Neurocybernetic glitches. Tendency to drain organics to collect their blood. That kind of thing.\"

- Doctor Chelli Lona Aphra

0-0-0 specialized in the fields of etiquette, customs, translation and torture. His chassis was colored a dark silver, and he possessed red photoreceptors.

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The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers).

\n

It has 22 tech points and knows the following tech powers:

\n

At will: assess the situation, electroshock, venomous strike

\n

1st-level: poison dart, spot the weakness, toxin scan, tranquilizer

\n

2nd-level: paralyze humanoid, toxin purge, truth serum

\n

3rd-level: tactical advantage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

If the target is a creature, the creature is shocked until the end of its next turn.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":9,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 10","languages":{"value":[],"custom":"Kaleesh, Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":5,"passive":19,"prof":4,"total":9},"dec":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":4,"passive":18,"prof":4,"total":8},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"per":{"value":0,"ability":"cha","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/avatar.webp","token":{"flags":{},"name":"Kolkpravis Khagan","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"q80pqRoTecpn2V9y","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":113,"max":113},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjJhOWVmNGU0YTZk","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/222_-_Kolkpravis_Khagan/avatar.webp","data":{"description":{"value":"

The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and be wielding a melee weapon.

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.

The Kolkpravis Khagan makes three melee attacks once with Blade of Plague and twice with Blade of Pain.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage plus 4 (1d8) kinetic damage.

The target must succed on a DC 16 Constitution saving throw or become Poisoned.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage plus 22 (4d10) lightining damage

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Ranged Weapon Attack +7, Range 20/60 ft., One target. Hit : 12 (2d8+3) kinetic damage plus 22 (4d10) lightining damage

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For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

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If the Padawan surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

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The Padawan can use a bonus action to take the Dash, Disengage, or Hide action.

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The Padawan's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

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The Padawan is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +6 to hit with force attacks, 18 force points).

The Padawan

knows the following force powers:

At-will: saber reflect, give life, force push/pull,force disarm,

spare the dying, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, heal

2nd level: stun droid

3rd level: telekinetic storm, knight speed, share life

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The jedi makes two lightfoil attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

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Darth Vader

Anakin Skywalker, a Force-sensitive human male, was a Jedi Knight of the Galactic Republic and the Chosen One of the Force. During the Clone Wars, his accomplishments as a battlefield commander earned him the Hero With No Fear moniker. After turning to the dark side of the Force, he became known as Darth Vader—Dark Lord of the Sith and apprentice to Emperor Darth Sidious. As a Sith Lord, Vader turned against his former comrades and hunted the surviving Jedi into near extinction. He became an enforcer of the Galactic Empire, who worked to crush the Alliance to Restore the Republic for opposing his Sith Master's will. Yet despite his actions as Darth Vader, a glimmer of the light side of the Force remained within the former Anakin Skywalker.


Skywalker was born in the year 41 BBY before moving to the Outer Rim planet Tatooine during the Age of the Republic. Although he had a mother, the slave Shmi Skywalker, the truth about his parentage was that Anakin had no father—leading Jedi Master Qui-Gon Jinn to suspect that Skywalker's conception was the work of the midi-chlorians. Recognizing the boy's unprecedented connection to the Force, Jinn was determined to see Skywalker trained as a member of the Jedi Order, the task of which ultimately fell to his Padawan Obi-Wan Kenobi following Jinn's death in 32 BBY. Over the next decade, Skywalker rose to become one of the strongest Jedi in galactic history. While he was both caring and compassionate, his fear of loss was ultimately the catalyst for his downfall. During the war, Skywalker trained a Padawan, Ahsoka Tano, who ultimately left the Jedi Order after she was framed for the terrorist attack on the Jedi Temple. The loss of Tano affected Skywalker on a personal level, causing him to feel more isolated and bitter towards the Jedi High Council. With the Clone Wars nearing conclusion, Skywalker succumbed to the temptations of the dark side, believing the Sith had the power to save the life of Senator Padmé Amidala, his secret wife. Christened \"Darth Vader\" by his new Master Darth Sidious, the newly-minted Sith Lord assaulted the Coruscant Jedi Temple, killing fully-trained Jedi and novice younglings alike. After assassinating the leaders of the Confederacy of Independent Systems, Vader was confronted on Mustafar by his one-time friend and mentor, Kenobi, resulting in a lightsaber duel that left Vader burned and mutilated. As a consequence of his defeat, he was rebuilt as a cyborg and encased in a life-sustaining suit of armor, further distancing the persona of Vader from that of Anakin Skywalker. In addition, Amidala's death in childbirth broke the fallen Jedi Knight's heart, leaving him more machine than man mentally as well as physically.


Throughout the Dark Times, the former Anakin Skywalker brought fear to the galaxy in his capacity as the Emperor's dark enforcer. However, in spite of his deep immersion in darkness, Vader never succeeded in fully killing the side of himself that was Skywalker. His confrontation with his son, the aspiring Jedi Knight Luke Skywalker, during the Galactic Civil War awoke the compassion within the Sith Lord, causing Vader to renounce his allegiance to the Sith in order to save Luke from the Emperor's wrath. By killing his Master, however, Vader sustained critical damage to his armor, making death inevitable. Resigned to his fate, his dying wish was to see his son with his own eyes for the first and final time. In the end, he died not as Darth Vader but as Anakin Skywalker, the Chosen One who brought balance to the Force by destroying the Sith. His destiny fulfilled, Skywalker's consciousness was able to endure beyond death due to his sacrifice and redemption, allowing him to live on in spirit alongside his deceased Jedi mentors, Obi-Wan Kenobi and Grand Master Yoda. Yet the legacy of Vader also survived through Kylo Ren, his grandson by Princess Leia Organa. As Vader's descendant, Ren believed it was his destiny to complete his grandfather's legacy: the annihilation of the Jedi Order.

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As a bonus action, Sith Cyborg casts rage on himself when his hitpoints get below half (173).

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During his turn, Sith Cyborg can halve his movement speed in order to immerse himself in the force and protect himself from blaster fire, and therefore can use his reaction to cast the saber reflect power once per turn instead of once per round.

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Sith Cyborg is a 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Cyborg knows the following force powers:

At-will: affect mind, denounce, force disarm, force push/pull,

saber throw, saber reflect

1st level: burst of speed, curse, force jump, sap vitality, sense

force, wound

2nd level: drain vitality, force sight

3rd level: bestow curse, choke, knight speed, horror

4th level: drain life, hysteria, shroud of darkness

5th level: dominate mind, telekinesis, siphon life

6th level: crush, telekinetic burst

7th level: master speed, whirlwind

8th level: earthquake, master force scream, telekinetic wave

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Whenever Sith Cyborg makes a saving throw against a force power he rolls with advantage.

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Sith Cyborg has advantage on Wisdom (Perception) Checks.

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If Sith Cyborg fails a saving throw, he can choose to succeed instead.

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When a creature hits Sith Cyborg with an attack, it takes 6 psychic damage as long as Sith Cyborg is not incapacitated

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Whenever Sith Cyborg makes a saving throw against a tech power he rolls with advantage.

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

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Sith Cyborg can use his Frightful Presence. He then makes three greatsaber attacks or one greatsaber attack and casts a force power.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature of Sith Cyborg's choice that is within 90 feet of Sith Cyborg and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Sith Cyborg's Frightful Presence for the next 24 hours.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (3d8+7) energy damage plus 18 (4d8) necrotic damage.

On a hit a creature makes a DC 20 Wis save or become frightened.

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.

Sith Cyborg can move up to his speed without provoking opportunity attacks.

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Sith Cyborg can cast an at-will force power.

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Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

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Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

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\"Bor Gullet can feel your thoughts. No lie is safe. […] Bor Gullet will know the truth. The unfortunate side-effect is that one tends to lose one's mind.\" 

- Saw Gerrera, to Bodhi Rook

ClassificationMairan
Eye colorWhite
Skin colorPurple
Homeworld

Maires

Bor Gullet was a purple-skinned Mairan with the ability to read thoughts. Saw Gerrera used it to torture Bodhi Rook on Jedha to ascertain the truth behind his claim of being in contact with Galen Erso. Afterwards, Rook was for a time left a gibbering wreck, unable to speak a coherent thought and acting very panicky. Despite this, Rook showed some resilience, as he recovered upon hearing himself referred to as \"the pilot,\" and was able to recover enough of his senses to escape from Jedha when Jedha City was targeted by the superlaser of the Galactic Empire's Death Star superweapon.

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The bor gullet is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each such creature, as well as each such creature's intelligence score, but it can't sense anything else about it. Droids and creatures protected by a mind blank power or other similar power cannot be perceived in this manner.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"N2Y5OWFjOTczODQz","flags":{},"name":"Fortified Mind","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

The bor gullet has advantage on saving throws against being charmed and frightened, and it can't be put to sleep.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDFmYjVhMTZjMjg2","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

If the bor gullet fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ODVjYjM3MmUxM2My","flags":{},"name":"Psychic Link","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

The bor gullet can establish a psychic link with any creature that it successfully grapples with its tentacles. Until the psychic link ends, the bor gullet can perceive everything the target senses. The target is aware that its mind is linked, and the bor gullet can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Intelligence saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the bor gullet are more than 1 mile apart, with no consequences to the target. The bor gullet can form psychic links with up to ten creatures at a time.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2M3YTkxMjNhM2Fm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The bor gullet makes three tentacle attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"OTRlMjBmYzIzMDVj","flags":{},"name":"Tentacle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 20 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"NWVhN2Y3ZTRiNmU3","flags":{},"name":"Mind Blast (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet emits psychic energy. Creatures of the bor gullet's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"Yzg5NGNlMTNhM2M1","flags":{},"name":"Sense Thoughts","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature with which it has a psychic link. The bor gullet gains insight into the target's emotional state and any thoughts that loom large in its mind (including worries, loves, and hates). The bor gullet can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the bor gullet succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YmQxYTc5NDhmMzI4","flags":{},"name":"Tentacle","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 20 ft., One target. Hit : 6 (1d6+3) kinetic damage.

The target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":20,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YjA4MTY4Y2ZhYzI2","flags":{},"name":"Break Concentration","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet breaks the creature's concentration on a power it is using. The creature also takes 1d4 psychic damage per level of the power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZjczZWNjOTMwMDYy","flags":{},"name":"Psychic Pulse","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. Enemies of the bor gullet within 10 feet of that creature take 10 (3d6) psychic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"ZGE0OWUxYzRiNDNi","flags":{},"name":"Sever Psychic Link","type":"feat","img":"systems/sw5e/packs/Icons/monsters/025_-_Bor_Gullet/avatar.webp","data":{"description":{"value":"

.

The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000}]} +{"_id":"qf99VSLXLh9TdVPn","name":"Exogorth, Adolescent","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":23,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":1,"min":3,"mod":0,"save":4,"prof":4,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":17,"min":0,"formula":"natural armor"},"hp":{"value":168,"min":0,"max":168,"temp":0,"tempmax":0,"formula":"16d12+64"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":30,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":168,"min":0,"max":168},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"The cave is collapsing!\"

\"This is no cave.\"

- Leia Organa and Han Solo

Average length1-900 meters
Skin color

Brown

Eye colorBrown
Average lifespan30.000 years
HabitatAsteroids
DietMinerals

The exogorth, colloquially known as the space slug, was a gigantic species of toothed gastropod. They were silicon-based lifeforms that survived in the vacuum of space by making their homes in the caverns and craters of asteroids. They fed on the minerals of asteroids, various stellar energy fields, mynocks (another silicon-based lifeform), ships, and other unfortunate creatures that unknowingly passed into its mouth. The average adult space slug grew to about 10 meters in length; however, there had been instances of near-kilometer-long specimens. Some slugs were known to continuously grow to sizes that rivaled capital ships in sheer bulk, with some weighing over a million kilograms.

Biology

Space slugs reproduced asexually by fission. Once an adult slug reached a certain size, a chemical trigger would cause it to split into two identical slugs. The two new space slugs would immediately become self-reliant. Space slugs also molted as a result of their growth. Occasionally, this mechanism would be overridden, and the slug would grow to monstrous sizes.

A space slug would travel through the asteroid belts they inhabited by pushing off the surface of one asteroid and floating through space to land on another. They also could use stellar winds to help propel themselves through space. Through highly evolved sense of spatial awareness, they were capable of calculating the speed, trajectory, and distance of perilous moving bodies around them. This sense of spatial acuity also aided them in hunting food. They appeared to have been able to anchor themselves into a cave in an asteroid with tendrils, which also drew nutrition directly from the asteroid itself. As a space slug did not remain in one asteroid for its entire life, it can be assumed that they could break free from their point of anchorage without causing significant injury to themselves. Although their primary diet, similar to mynocks, was passive radiation, they did tend to chomp on rocks and metal as well.

On occasion, the naturally occurring chemical trigger would cause the space slug to kill whatever occurred near them. These oddities were known to reach sizes of nearly one kilometer in length. These colossal slugs were known to take sizable bites out of capital ships that passed too close to the slug's current dwelling, and even swallow smaller vessels whole. At these sizes, the mynocks they ate would often become internal parasites, rather than nourishment, living inside the cave-like esophagus of the slugs that ate them. Some slugs had entire ecosystems of other life living within their digestive tracts.

A natural predator of the space slug was the colossus wasp.

Exogorth variations

A number of space slug variations existed, such as the giant slug, the crimson slugs, and the Cularin slugs. Giant space slugs were larger than average ones. It remains unclear if they were a separate species from the common space slug, or just individuals larger than normally reported.

Crimson slugs were a species of space slug native to the asteroids of Tapani sector. They were distinguished by a red stripe down either side of the body.

Cularin space slugs were a variety of exogorth found in the Cularin system which proved to be comparatively easy to train. Some theorized that they were descended from a domesticated form of space slug. Other theories held that these exogorths were descended from natives to the world which formed the Cularin system asteroid belt (Oblis) before its destruction, and that these creatures survived and adapted to the void of space. They may have been related to—or the same creature as—the space worms which hollowed out the moon Eskaron.

History

\"They're the last remnant of a species that predates history—an unlikely being, if ever there was one. No one knows how or why they evolved—just that we have found a number of them in the galaxy, going about their business…Time has no meaning for such a creature…We thought for a time that they might have once been plentiful in the galaxy—and the ones we find now are the only ones left.\" - Arkoh Adasca

The House of Adasca found a way to control the slugs, known to Adascorp scientists as exogorths, after the Great Sith War. Based on the research of Gorman Vandrayk, Adascorp was able to control the hunger drives, growth rate, and reproductive fission processes of the creatures. Arkoh Adasca placed control mechanisms and hyperdrive engines on a group of slugs and sought to sell them to the Republic, the Mandalorians, or the Revanchist faction as superweapons. With the Adascorp modifications, the exogorths could be sent through hyperspace to a specific system. Once there, their increased rate of growth and division could lead to destruction of space stations, asteroids, moons, and possibly even planets. The original exogorths could be sent to another system once they had divided, making it possible to disrupt or destroy hundreds of systems in a very short time. None of the parties who were invited to bid on these new weapons were enthusiastic about using them, however, all three were interested in making sure the weapon did not fall into the other parties' hands. Camper was able to escape and used the exogorths to kill Adasca atop of the Arkanian Legacy's bridge and then lure them out to Wild Space.

During the Galactic War, the lair of a rare exogorth was found in the Minos Cluster. Upon being investigated, the worm was just shedding its valuable skin, and several pieces of it were retrieved for studying.

One 80-meter-long specimen was observed by the University of Sanbra in the Borkeen Belt in 22 BBY. This space slug made headlines, as it was the largest ever found by the university.

Thousands of years later, the notorious Mugaari pirate Clabburn the Elder seeded the Hoth asteroid field with space slugs, in order to protect his hidden smuggler bases. In one recorded occurrence a slug living in that asteroid field grew to a size of about 900 meters in length. It was found and officially recorded by Gamgalon the Krish, who made a living by capturing these massive specimens.

The asteroid belt in the Algunnis system of the Trax sector was home to several huge exogorths.

Han Solo unwittingly hid the Millennium Falcon in a space slug of similar size when running from the Galactic Empire after the Battle of Hoth. Since exogorths insulated themselves deep inside asteroids and their own heat-generating waste, Leia Organa, Han Solo, and Chewbacca were able to survive inside the space slug with only breath masks to provide oxygen. Solo had heard stories for years of the giant slugs, and had been warned of their dangers, but he dismissed them as mere \"ghost stories.\"

Certain facilities that resided in space kept a space slug living close by to help keep the pesky mynock population down. To keep these specially used slugs from reproducing and growing to uncontrollable sizes, katrium was introduced into the creature's system on a regular basis.

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The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","effects":[]},{"_id":"OGU0ZmQwNTBiNWRi","name":"Legendary Resistance (1/long rest)","type":"feat","data":{"description":{"value":"

If the exogorth fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/054_-_Exogorth_2C_Adolescent/avatar.webp","effects":[]},{"_id":"NzY5NTcxMWMyMTYz","name":"Huge Strength","type":"feat","data":{"description":{"value":"

The exogorth's melee weapon attacks are considered enhanced.

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The exogorth deals double damage to objects and structures.

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The exogorth can survive in the vacuum of space.

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.

The exogorth makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 15 (2d8+6) kinetic damage.

If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 14 (4d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 13 (2d6+6) kinetic damage.

If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"We think, therefore we are. Therefore, we will propagate. Therefore, we will remain.\"

- IG-88

IG-88, also known as IG-88B, or as a Phlutdroid, was a rogue, deadly masculine IG-series assassin droid manufactured by Holowan Laboratories who worked as a bounty hunter. Following the Battle of Hoth, he and several other bounty hunters were summoned by Darth Vader to the Executor and hired to track down the Millennium Falcon and her Rebel crew. Unable to track his quarry, IG-88 trailed his chief rival, Boba Fett, to Bespin, where the bounty hunter nearly destroyed the assassin droid, however IG-88 managed to survive. At some point IG-88 undertook a software infiltration into Death Star II, but his plan was single-handedly thwarted by R2-Q5. The droid later met with mercenary Bazine Netal to speak about the location of the Millennium Falcon.

Biography

Origins

The first of the IG-series assassin droid models created in secret by Holowan Laboratories. IG-88[10] also known as IG-88B or as a Phlutdroid, realized his skill and desire to kill the moment he was first activated and turned on his creators, killing everyone in the lab. From that moment on, he became one of the most feared bounty hunters in the galaxy, in part due to the lingering fear of droids, particularly those capable of battle and assassination, from the Clone Wars gaining notoriety comparable only to that of Boba Fett, his chief rival.

Age of the Empire

\"You're certain this is where we'll find the individuals involved in the rebel activity on Savareen? I don't like being disappointed, bounty hunter.\"

\"Yes. I am certain.\"

- Kallus and IG-88

During the Age of the Empire, IG-88 was hired by Imperial Security Bureau Agent Alexsandr Kallus to assist in tracking down Imperial Army deserter turned smuggler, Captain Han Solo of the Millennium Falcon.

Capturing Qi'ra

\"Oh, Qi'ra, Qi'ra. It does look like you have fallen into our little trap. Catching you was quite difficult, my young friend. I had to partner with IG-88 here.\"

\"A Crimson Dawn Lieutenant will fetch a nice bounty.\"

- Hondo Ohnaka and IG-88

Later, IG-88 teamed up with Hondo Ohnaka to collect the bounty on Crimson Dawn lieutenant Qi'ra's head. Tracking Qi'ra down, IG-88 and Hondo managed to apprehend Qi'ra. Turning the bounty hunter and the pirate against each other, Qi'ra convinced IG-88 to collect the bounty on Hondo instead of the bounty on her. Attacking Hondo, IG-88 was quickly stunned and put in binders. After Qi'ra had similarly tricked and apprehended Hondo, IG-88 was led away by Qi'ra so that she could collect the bounty on his head.

Seeking a data-tape

\"What is that?\"

\"IG-88. An actual bounty hunter. Also, probably interested in your data tape. He's good—one of the best in the galaxy. And he's a surprise. Take cover!\"

- Leia Organa and Sabine Wren

Later, IG-88 pursued Princess Leia Organa on Garel, seeking a data-tape in her possession of Imperial base locations. Organa was assisted by Sabine Wren, who identified the droid, and the pair fled as the assassin opened fire in the corridors of Garel City Spaceport. However, Wren planted a paint bomb, surprising IG-88 and covering him in purple paint. Leia convinced several stormtroopers to fire at the bounty hunter, and the droid was hit by a blast before retreating.

Apprehending a thief

\"To kill is reward enough.\"

- IG-88, to the Imperial captain

IG-88 was hired by an Imperial captain to capture a thief named Venga Liss who hijacked a Lambda-class T-4a shuttle on a jungle planet. Eventually IG-88 killed Liss when he detonated the shuttle.

Capturing the Gatto Gang

\"IG-88! This deadly droid had been given the task of capturing the sneaky Gatto Gang.\"

- CR-8R

IG-88 was hired by Duke Blazor of the Black Sun to capture the Gatto Gang that consisted of Sylvestarr, Ziggee and Moggee. He later eventually captured all three of them.

Hired by Vader

\"There will be a substantial reward for the one who finds the Millennium Falcon. You are free to use any methods necessary, but I want them alive.\"

- Darth Vader to IG-88 and several other bounty hunters

By the year 0 ABY, IG-88 consorted with the crime lord Jabba Desilijic Tiure. He was present in the Hutt's palace while Jabba received Darth Vader. The Sith Lord told the Hutt to dispense with his audience, and IG-88, along with fellow hunters including Fett and 4-LOM, departed from the court. In 3 ABY, IG-88 answered a call put out by Vader for bounty hunters to track down the Millennium Falcon. He and several other hunters, including Boba Fett, assembled aboard the Executor, where Vader offered a bounty for the live capture of Han Solo and his companions. IG-88 tailed the Millenium Falcon along with Fett to Cloud City on the planet Bespin, where the assassin droid was defeated and left for scrap after his longtime rival caught it trailing him. Ultimately, Darth Vader captured Solo for Boba Fett who then delivered the bounty to Jabba on Tatooine.

Infiltrating the Death Star II

At some point before or during 4 ABY, IG-88 undertook a software infiltration of the Empire's second Death Star. However, his plan was single-handedly thwarted by the Imperial astromech droid R2-Q5.

Around 9 ABY, another IG-series assassin droid, IG-11, was an active bounty hunter and was often mistaken for IG-88.

Contacted by Bazine Netal

\"...We would have apprehended the Millennium Falcon.\"

\"But you didn't.\"

\"Correct.\"

- IG-88 and Bazine Netal about the time when he nearly captured the Falcon with Kallus

In 34 ABY, at some point after the Battle of Takodana, IG-88 was contacted by the mercenary Bazine Netal to discuss the location of the Millennium Falcon after she heard a rumor about the time IG-88 nearly caught the Falcon. During their rendezvous, IG-88 took the opportunity to tell Netal when he almost caught the Falcon with Kallus. IG-88 told Netal that he almost caught the Millennium Falcon again, but lost out to Fett. Netal responded that, though he had a lot of excuses, her employer only paid for results. She informed IG-88 that someone knew where the Falcon was and that they would tell her where it was before leaving him to continue with her search.

Characteristics

\"This notorious IG-series assassin droid possessed an unstoppable desire to hunt and kill his prey, earning him a reputation as one of the top five bounty hunters in the galaxy. It also earned him access to some of the best-paying clients, like Darth Vader and a wide variety of Hutts.

- R0-GR

A rogue class 4 assassin droid, IG-88 was obsessed with hunting, destroying, and killing as a result of his incompletely formed droid programming. He tended to hunt alone and earned a reputation as a merciless hunter.

A hideous, battered chrome war droid, IG-88 stood 1.96 meters in height. His steady aim, along with his ability to track targets with advanced sensors that ringed his head and allowed him to see in all directions, won him great success. These sensors included multiple red photoreceptors, a heat sensor, and a sound sensor. IG-88 also had a vocoder at the base of his head. His torso was able to fully rotate on the battlefield, allowing him to blast enemies on all sides. His tough metal body allowed him to survive most attacks without taking any damage and featured acid-proof servo wires.

Equipment

\"IG-88 could take down almost any target with his signature sniper rifle… as long as Boba Fett didn't get there first.\"

- R0-GR

IG-88 carried an arsenal of weapons, including blaster rifles, pulse cannons, a DAS-430 Neural Inhibitor, and a needle dart gun that launched poison darts. However, his most dangerous weapons were hidden inside his slender frame, including a flamethrower, a sonic device, and toxic gas dispensers. IG-88 also wore an ammunition bandolier that carried his concussion discs and vibroblades. As an IG-series droid, he was designed to have blasters built into each arm, but they were never installed. IG-88 owned a modified Aggressor assault fighter called the IG-2000.

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

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If IG-88 fails a saving throw, it can choose to succeed instead.

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IG-88 deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of IG-88 that isn't incapacitated and IG-88 doesn't have disadvantage on the roll.

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IG-88 makes three weapon attacks.

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Ranged Weapon Attack +9, Range 150/600 ft., One target. Hit : 10 (1d12+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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IG-88 makes one weapon attack.

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IG-88 makes a Wisdom (Perception) check.

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Kolkpravis Baatar makes two attacks with its Greater Lig Sword or its Shoni Spear.

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Melee Weapon Attack +6, Reach 5ft., One target. Hit : 8 (1d8+4) kinetic damage plus 4 (1d8) kinetic damage.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 3 (1d6) kinetic damage plus 4 (1d8) kinetic damage

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 4 (1d8) kinetic damage

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.

For 1 minute, the Baatar can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Baatar. A creature can benefit from only one Leadership die at a time. This effect ends if the Baatar is incapacitated.

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\"It's a vicious, monstrous beast with huge fangs and large claws.\"

- Mat Rags

DesignationNon-sentient
ClassificationReptile
Skin color

Yellow-brown

Average lifespan100 years
Homeworld
Tatooine
Diet

Carnivore

The krayt dragon was a large carnivorous reptile native to Tatooine.

Characteristics and species

\"What made the Sand People leave?\"

\"I imitated the hunting cry of a krayt dragon. Their imaginations did the rest and they took to their heels.\"

- Luke Skywalker and Obi-Wan Kenobi

Krayt dragons grew continuously throughout their lives to an average length of almost five meters and weight of two thousand kilograms. They could live for a hundred years and did not weaken appreciably with age. They could be found in the mountain regions of Tatooine. An ancient krayt dragon was the oldest and biggest of all krayt dragons.

A fierce hunter, the krayt dragon became an important part of indigenous cultures on Tatooine. The krayt dragon was thought by some xenobiologists to have descended from the Duinuogwuin (also known as Star Dragons). Although no substantial evidence was offered in support of a connection to the Duinuogwuin, the krayt dragon was a proven relative of the smaller kell dragon. In honor of the beast's sheer power and ferocity, the Jedi Order named the Shien and Djem So form of lightsaber combat \"The Way of the Krayt Dragon.\"

The only semi-sentient species known to hunt the krayt dragon was the fabled sand demon.

When summer mating season began, the howls of krayt dragons filled the canyons of Tatooine. The collection of frenzied, mating beasts scared even the mightiest Sand People away. Obi-Wan Kenobi mimicked a krayt dragon hunting cry when he scared the raiders away from Luke Skywalker in 0 BBY. Skywalker himself later used the same tactic in an attempt to scare a vornskr.

Sand People would hunt krayt dragons in an initiation rite to prove themselves as warriors. It was considered the most prestigious test for a Tusken warrior.

The krayt dragon had a set of sharp teeth used for capturing prey, but relied on ingesting stones to grind the food through a series of gizzards into a digestible state. Food would be crushed by the stones tumbled in the gizzards by stomach muscles, grinding food into pulp and turning boulders into smooth stones. The resulting stones, known as dragon pearls, were a valuable commodity among jewelers. The pearls could also be shaped and tuned by Jedi to be used as focusing crystals in their lightsabers. Krayt dragons instinctively went to the Krayt Graveyard when they were about to die.

Krayt dragons were heavily attracted to areas that were strong in the Force, especially the dark side. Some Sith artifacts, like the Tatooine Star Map, were guarded by krayt dragons.

In spite of their awesome power, krayt dragons did have weak and exploitable biological characteristics. Firstly, krayt dragons had trouble resisting the allure of the prey of the Dune Sea, specifically the bantha. Secondly, they had difficulty discerning two-dimensional images, often attacking shadows. Thirdly, a well-placed blaster shot could bore right through the weak sinus cavity of a krayt dragon, hitting its brain and killing it instantly.

The krayt could also secrete a lethal venom, either through its teeth or its spines. Although its nature is unclear, numerous underworld characters such as Bib Fortuna have admitted to using the substance to kill enemies.

Although some holofilms, such as the holothriller Luke Skywalker and the Dragons of Tatooine, depicted krayt dragons breathing fire, they were in reality incapable of this.

Species

At least two species and several subspecies of krayt dragons existed.

Canyon krayt dragon

The canyon krayt was a common species of krayt dragon that lived in the rocky caves and canyons of Tatooine's desert ranges. More often than not, the term \"krayt dragon\" referred to this lifeform. Patterns of horns and spikes appears to have varied from individual to individual. At least one canyon krayt was noted to have a two-pronged tail.

Greater krayt dragon

The greater krayt was a rarer, larger species of krayt dragon, known for its tremendous size and continual growth over time. Creatures of near legendary status, greater krayt dragons had ten legs, measured at least 100 meters from snout to tail tip and had the ability to move through or on Tatooine's desert sand. Greater krayt dragons attacked with their massive jaws or whip-like spike-tail, using their claws only to move through the sand.

Krayts in Tatooine culture

\"From the womb of the krayt, be blessed with rebirth. You are her killer and her child—a greater dragon than she! Pull from her belly your prize… and her apology.\"

- An ancient Tusken invocation.

The Sand People of Tatooine revered the krayt dragon as a powerful hunter and centered their primary maturity ritual on it. Adolescent males were abandoned in the Tatooine dune and only accepted back into their tribes as adults when they had slain a krayt dragon. Both the Sand People and Jawas placed the krayt dragon in the position of a powerful spirit, and believed that their bones possessed magic. Jawas brave enough to risk the acquisition of krayt dragon bones were held in high regard among their people.

A krayt dragon skeleton was exhibited at the Corellian Science Museum during the Cold War, and a painting of a krayt dragon skeleton was on display in Bestine's Museum of Tatooine.

Revan, who was an amnesiac and searching for the Star Forge to stop Darth Malak, killed a krayt dragon with the help of Komad Fortuna in order to find an ancient Star Map. He collected the krayt dragon's pearl, but what he did with it is unknown. He either gave it to the Sand People so he could be permitted to learn their history, or he may have kept it to make his lightsaber stronger.

The Sand People often made fearsome-looking backpacks from the skulls of krayt dragons.

In 32 BBY, bounty hunter Jango Fett was captured by crime lord Gardulla and was forced to battle her krayt dragon, ultimately slaying the beast.

According to Han Solo and Gavin Darklighter, Krayt Dragons were an integral part of a traditional Tatooine pre-wedding party for the groom-to-be, which is why it was perhaps fortunate that Luke Skywalker's was held on Coruscant, in the Corellian tradition instead.

A'Sharad Hett, a Human Jedi who lived among the Sand People with his father, took the name Darth Krayt after the dragons upon becoming a Sith Lord.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack +17, Reach 15 ft., One target. Hit : 21 (2d10+10) kinetic damage plus 7 (3d4) poison damage.

The target must then succeed on a Constitution saving throw (DC 19) or become poisoned.

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Melee Weapon Attack +17, Reach 10 ft., One target. Hit : 17 (2d6+10) kinetic damage plus 7 (3d4) poison damage

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Melee Weapon Attack +17, Reach 20 ft., One target. Hit : 19 (2d8+10) kinetic damage

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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The dragon spits its poisonous saliva in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) toxin damage on a failed save, or half as much damage on a successful one.

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The dragon makes a Wisdom (Perception) check.

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Melee Weapon Attack +17, Reach 20 ft., One target. Hit : 19 (2d8+10) kinetic damage

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The greater krayt dragon dives into the ground, sand blasting all creatures around it. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) kinetic damage and be knocked prone. The greater krayt dragon is now burrowed.

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\"All this effort for a simple astromech?\"

\"Not exactly. This is BT-1, a \"Blastromech\" prototype. Does enough to pass as an astro, but it's primarily a cover. It's a specialized assassin droid.\"

- Darth Vader and Chelli Lona Aphra talking about BT-1

CreatorTarkin Initiative
ClassAssassin droid
GenderMasculine programming
Sensor color
Orange

BT-1 assassin droids, also known as Blastromechs, were a type of assassin droid that were designed to look like ordinary astromech droids.

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

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If the assassin droid fails a saving throw, it can choose to succeed instead.

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.

The assassin droid makes three Blaster Cannon attacks.

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Each creature in a 10 foot cube centered on a point the droid can see within 100 feetmust make a DC 16 Dexterity saving throw. A creature takes 9 (1d10+4) energy damage on a failed save.

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.

Each creature in a 30-foot cone must make a DC 16 Dexterity saving throw. A creature takes 36 (8d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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.

Each creature in a 20-foot-radius sphere centered on a point that you can see within 150 feet must make a DC 16 Dexterity saving throw. A target takes 14 (4d6) kinetic damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YTM1ZDkwMGZlNzVk","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/159_-_Blastromech_Series_2C_BT-1/avatar.webp","data":{"description":{"value":"

.

The assassin droid makes one Blaster Cannon attack.

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.

The assassin droid makes a Wisdom (Perception) check.

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The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

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\"We have thousands of probe droids searching the galaxy. I want proof, not leads!\"

- Admiral Kendal Ozzel

ManufacturerArakyd Industries
ClassProbe droid
Degree4th degree droid
Height
1,6 meters

The Viper probe droid, commonly referred to as the probot or Imperial probe droid, was a deep-space exploration and reconnaissance probe droid produced by Arakyd Industries. The Viper model was based on the success of Galalloy Industries' early probe droids. The design of the probot also relied heavily on the work of Viper Sensor Intelligence Systems, a corporation acquired by Arakyd during the Clone Wars. Though they were used almost exclusively by the military, they were considered class two exploration droids.

Specifications

\"'Fraid there's not much left.\"

\"What was it?\"

\"A droid of some kind. I didn't hit it that hard. It must've had a self-destruct.\"

- Han Solo and Princess Leia

The lightly-armored Viper droid measured 1.6 meters in height with six manipulator arms extending from a central pod and several retractable sensor arms for gathering samples. High resolution receivers and sensors covered the domed head—including motion, acoustic, sonic, and seismic sensors, a radiation meter, magnetic imager, and holocamera. It had an atmosphere sensor capable of determining a planet's atmosphere class within one half-hour. It moved on a repulsorlift generator which was equipped to operate over any terrain. One of the arms was high-torque, and the droid was equipped with a floodlight on its head. In addition, when making transmissions, the probe droid emitted a audio encrypted imperial computer code set of an unknown serial number.

Information was relayed back to its superiors via a high-frequency HoloNet transceiver. Its repulsorlift engines carried the droid across terrain at up to 40 km/h, while the arms gathered samples. Vipers were delivered to their targets through single-use custom built hyperspace pods. They were commonly deployed along the perimeters of key strategic star systems and hyperlanes to act as automated guardians.

Typically, a Viper probe droid cost 14,500 credits. They were capable of being deployed from Galactic Empire Command centers.

History

\"Go and report. You have much to see. Burn brightly.\"

- IG-88, to the last Viper probe droid constructed on Mechis III

Arakyd probe droids were originally designed for use by the Galactic Republic in survey and exploration duty, but when the Republic was transformed into the Galactic Empire, Arakyd modified their probots with military-level sensors and equipment, and marketed them as Viper probe droids. This was not the first time Arakyd probots had been upgraded for warfare, however, as the Confederacy of Independent Systems had employed a number of upgraded probots during the invasion of Kashyyyk during the Clone Wars.[6] Viper probots in service with the Empire were upgraded under the direct supervision of Darth Vader, and featured a blaster cannon, a self-destruct mechanism, and, in some cases, deflector shields.

Many thousands of the Imperial Viper probe droids were manufactured on Mechis III, and were in production when the rogue assassin droid IG-88 took control of the planet's automated factories. IG-88 included a secondary set of programming into the Viper droids to relay any obtained intelligence back to Mechis III, as well as to the Empire. Thus, they simultaneously served as the eyes and ears of the Droid Revolution. The Imperial Intelligence's Analysis Bureau also used them as remote surveillance droids posted largely in the Outer Rim Territories. In conflict zones, probots often worked alongside the Imperial Navy to monitor traffic and provide early warnings of attack. They could also be programmed to engage pursuit mode, whereupon the Viper would track an enemy vessel and report back on its location and destination.

Arakyd's success with the military model of the Viper yielded the C-Viper probe droid variant designed for planetary law enforcement organizations, the Infiltrator probe droid for sabotage missions, and the Hunter-Killer probot.

Shortly after the Battle of Tatooine, the Empire dispatched various probe droids to Tatooine in an attempt to recover the stolen plans for the Death Star. Six months after the Battle of Yavin, the Galactic Empire sent a detachment of probe droids to root out Rebel Commander Luke Skywalker. They were destroyed by Skywalker and Rogue Squadron. Probe droids were also used to scout ahead for Imperial strike forces, including during the Reytha campaign and the battle at Corellia, or were sent on search missions like at Chorax. Several were also dispatched to Dantooine as security measures while the Imperials arrived on the planet to detain the defecting Imperial officer Tycho Celchu.

Locating Echo Base

\"I think we've got something, sir. The report is only a fragment from a probe droid in the Hoth system, but it's the best lead we've had.\"

- Captain Firmus Piett, to Admiral Kendal Ozzel

Following the Battle of Yavin, the Empire committed thousands of these modified probe droids to scour the galaxy for hidden Alliance to Restore the Republic bases, specifically the Alliance High Command headquarters. They even went as far as to provide bounty hunters with remote request devices to search out targets moving from planet to planet.

It was an Arakyd Viper, launched from the Imperial II-class Star Destroyer Stalker,[10] that landed on the ice planet Hoth and discovered the Rebellion's Echo Base. Upon landing on the frozen world, the probe droid appeared to the casual onlooker, and even the base's sensor readings, as one of many meteorites streaking to Hoth's surface. During a routine patrol of the Hoth wastes, Luke Skywalker intended to inspect the crash site, but was attacked by a wampa ice creature, and never learned what had really crashed to the ground. Thus, the Hoth probe droid was free to continue on its programmed mission.

Immediately upon emerging from its hyperspace pod, the probe detected a faint comm signal on non-Imperial bandwidths. This indicated to the droid the presence of an unregistered, and possibly Rebel, settlement. Since it had not yet gathered enough conclusive evidence to report, the droid moved away from the nearby signal in order that it might avoid contact until such time as self-preservation no longer became necessary.

Soon after moving away from its first contact, the probe droid vectored in on the detected signal's probable destination point, triangulating from its last known position. A long time passed where the droid made no contact with the signal whatsoever, so it continued to search. During the night blizzard that threatened the lives of Skywalker and Han Solo, the probe detected and destroyed a wampa with its powerful blaster cannon. Only with the most advanced Imperial sensor technology was the probe able to detect a wampa in a blizzard whiteout. As the blizzard raged into the night, the probe activated its modified power-intensive particle shield to protect it from the thick snow hazard.

In the early hours of the next morning, the probe ceased operation entirely, shunting its energy to its shield. The droid reappeared when the sun rose, cresting the rise of a snow bank in Echo Base's Zone 12. There, it detected the presence of a large deflector shield generator. It immediately began audio-visual recording of the contact. Following its programming, the droid then beamed, on omnisignal unicode, a transmission via its HoloNet transceiver concerning its find to Vader's personal flagship, the Star Dreadnought Executor. This information was privately received simultaneously by IG-88 back on Mechis III. Vader decided from this information that the Hoth system was indeed the location of the Rebel base, and he ordered his Death Squadron there in preparation of a full-scale ground assault.

With the initial contact reported, the probe continued on its mission. It proceeded to meticulously map out the Echo Base defenses, including the surrounding trenches, artillery emplacements, and even the size, model, and location of the v-150 anti-orbital ion cannon, as well as observing troop movements and positions. This information was received by General Maximilian Veers. He and his commanders used this invaluable tactical information to plan the attack, a testament to the Empire's incredible preparedness during the Battle of Hoth.

\"Princess, we have a visitor. We've picked up something outside the base in Zone Twelve, moving east.\"

- General Carlist Rieekan, to Princess Leia Organa

Before the probe had a chance to implement its \"sabotage and disruption\" programming, the Echo Base command center received a transmission from Echo Station 3-8. The scout outpost had detected a metal object skimming through the icy wastes. The probe droid was discovered. The probe then proceeded to completely destroy the outpost and the scout within it with its blaster, turning it into a smoldering ruin. Solo and the Wookiee Chewbacca were dispatched to deal with the spy machine. The probe detected the approach of its two enemy assailants, but it was no match for them. The probe was soon trapped despite its evasive maneuvers. After a quick game of \"decoy,\" Solo blasted the confused probe. Solo's shots were only meant to disable the probe's motor functions, intending to take the droid intact, but its override programming kicked in and the probe immediately self-destructed.

Although the probe attempted to destroy itself, its self-destruct programming had apparently been at least marginally affected by either the frigid Hoth temperatures or the damage that was inflicted on it upon entering the Hoth system. The probe was almost destroyed entirely, though enough of it was left for Solo to retrieve and bring back to the base for memory scan. The base technicians and Alliance historian Voren Na'al were able to piece together some of the probe's memory circuits and learn many details concerning its particular mission experiences. Na'al used much of this data to help compile his subsequent reports on the history of the Rebellion during this period. Other probe droids were used during the actual Battle to locate Rebel installations.

In 14 ABY the Jedi Jaden Korr encountered probe droids used by the Imperial Remnant on his scouting mission on Hoth.

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

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The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Ranged Weapon Attack +4, Range 60/240 ft., One target. Hit : 7 (1d10+2) energy damage

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When the probe droid is reduced to half of its hit point maximum, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Ahsoka Tano, nicknamed \"Snips\" by her master and known as \"Ashla\" after the Clone Wars, was a former Jedi Padawan who, after the conflict, helped establish a network of various rebel cells against the Galactic Empire. A Togruta female, Tano was discovered on her homeworld of Shili by Jedi Master Plo Koon, who brought her to the Jedi Temple on Coruscant to receive Jedi training. Following the outbreak of the Clone Wars, Jedi Grand Master Yoda assigned the young Tano to be the Padawan learner of Jedi Knight Anakin Skywalker, whom she joined at the Battle of Christophsis. Whereas Tano was eager to prove herself, Skywalker had a reputation for recklessness, and they had a rather difficult start as master and apprentice. Yet they worked together to rescue Rotta, the son of crime lord Jabba Desilijic Tiure, and returned Rotta to his father, thus facilitating a crucial alliance between the Hutt Clan and the Galactic Republic.

As a commander in the Grand Army of the Republic, Tano found a mentor in Clone Captain Rex of the 501st Legion, with whom she and Skywalker collaborated to lead frontline campaigns against the Confederacy of Independent Systems. In her first command position at the Battle of Ryloth, Tano disobeyed orders and lost her entire squadron of pilots, but she rebounded and helped secure a victory at Ryloth. Her assignments pitted her against a variety of opponents, from General Grievous and Sith apprentice Asajj Ventress to bounty hunters such as Cad Bane and Aurra Sing. Over time, she matured into a respected leader, contributing to key Republic victories like the Second Battle of Geonosis and the Battle of Mon Cala. She even died during a series of events on Mortis, but the Force wielder known as the Daughter sacrificed herself to bring Tano back to life.

Tano gained much experience on and beyond the war front, leading a group of Jedi younglings to revolt against their Trandoshan captors, helping rescue a colony of Togruta from enslavement by the Zygerrian Slave Empire, and serving as an advisor to the Onderon rebels—with her close friend, Lux Bonteri, among them—as they liberated their world from the Confederacy. In a stark turn of events, Tano was framed for the bombing of the Jedi Temple hangar and other homicides, and she escaped into the Coruscant underworld to clear her name. Though she formed an unlikely alliance with Asajj Ventress, she was detained by Republic forces and was consequently barred from the Jedi Order. Ultimately, Skywalker uncovered the true culprit, Tano's friend, and fellow Padawan Barriss Offee, and prevented his former apprentice from being convicted of sedition. Nevertheless, the ordeal dislodged Tano's faith in the Jedi. She refused the Jedi High Council's offer to rejoin the Order, instead of departing in search of a new path and becoming a Force-Sensitive Outcast. Tano briefly returned to lead Republic forces during the Siege of Mandalore and faced Darth Maul and his forces, although Order 66 was enacted shortly after the Sith Lord's capture and Tano, faking her death after being betrayed by the 501st Legion, was forced into hiding.

After the Galactic Empire came to power, Tano went into hiding on Thabeska and Raada. Following the evacuation of Raada, Tano joined Senator Bail Organa's growing rebel movement. She became the manager of his intelligence network and adopted the codename \"Fulcrum.\" As Fulcrum, Tano provided intelligence to various rebel factions including Hera Syndulla's Spectres rebel cell. Tano took a particular interest in Syndulla's rebels because one of their members, a former Jedi named Kanan Jarrus, had begun to train his own Padawan, Ezra Bridger. In addition, Tano's efforts against the Empire brought her into contact with the Dark Lord of the Sith Darth Vader, who, unknown to her, was actually her former master, Anakin Skywalker, as well as the Imperial Inquisitors known as the Fifth Brother and the Seventh Sister. Following the mission to Malachor, Tano became lost to the rubble and shadows of the Sith temple and was believed by many including Jarrus and Bridger to have perished during a duel with Darth Vader.

However, Tano was unexpectedly saved from Vader's wrath by a future Ezra Bridger, who pulled her through a time portal into the World Between Worlds, a dimension of the Force connecting all time and space. After a confrontation with Darth Sidious, who desired access to the dimension, Tano returned to her time, promising Bridger that she would find him once she returned. After the end of the Galactic Civil War, Tano returned to a freed Lothal and joined Sabine Wren in her quest to find a missing Bridger, who had disappeared during the liberation of Lothal.

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The Jedi Ronin casts battle precognition on herself every morning.

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The Jedi Ronin is a 14th-level forcecaster. Her forcecasting ability is Wisdom (force save DC 19, +11 to hit with force attacks, 61 force points).

Jedi Ronin knows the following force powers:

At-will: force disarm, force push/pull, force technique,

guidance, mind trick, saber reflect

1st level: battle precognition, burst of speed, force jump, force

throw, heroism, sense force, slow descent

2nd level: battle meditation, force enlightenment, force sight,

rescue, stun droid

3rd level: force repulse, knight speed, remove curse

4th level: disable droid, force immunity, freedom of movement

5th level: telekinesis

6th level: true sight

7th level: destroy droid

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When the Jedi Ronin fails a saving throw, she can choose to succeed instead.

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Creatures provoke an opportunity attack from the Jedi Ronin even if they take the Disengage action before leaving her reach. Creatures provoke an opportunity attack from Jedi Ronin when they enter her reach. When Jedi Ronin makes an opportunity attack, Jedi Ronin makes two Saber Attacks.

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The Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

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.

The Jedi Ronin makes three Saber Attacks or casts a force power and makes a Saber Attack.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"MmI0OWVjODY3ZTUx","flags":{},"name":"Saber Rush (2/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","data":{"description":{"value":"

.

The Jedi Ronin rushes forward up to 30 feet to an unoccupied space she can see without provoking opportunity attacks. Each creature within 5 feet of the path must make a Dexterity saving throw (DC 19) with disadvantage. A creature takes 16 (2d8+7) energy damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"ZTk0MDY4ODY2OTAx","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/343_-_Jedi_Ronin/avatar.webp","data":{"description":{"value":"

.

The Jedi Ronin can move up to her speed without provoking opportunity attacks.

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The Jedi Ronin can cast an at-will force power.

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.

The Jedi Ronin makes one Saber attack.

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DesignationSentient
ClassificationCephalopod
Average length7 to 10 meters
Skin colorDeep purple
Distinctions
  • Seven suckered tentacles
  • Several hearts
  • Blue blood
  • Ability to change color
  • Ability to regenerate limbs
Homeworld

Vodran

Habitat
  • Sewers
  • Swamps
DietOminvore
LanguageDianoga

Dianoga were large omnivorous cephalopods that hailed from the planet Vodran in the Si'Klaata Cluster. Although primitive, they were actually sentient, and some dianoga were sensitive to the Force.

Biology and appearance

Dianoga were sentient cephalopods characterized by seven suckered tentacles, an eyestalk, a mouth of sharp teeth, and several hearts. They could grow to a length of 7 to 10 meters. Their blood had a blue tint.

Although they could survive in the open air for short periods of time, dianoga were entirely dependent on water, lest they completely dried out.

While physically hermaphroditic, dianoga could choose to identify as female, diangous (the most common gender), or male. The mating process involved partners exchanging eggs with one another.

The normal skin color of a mature individual was a deep purple, but dianoga could change their color and patterns for active camouflage. They could notably turn black, gray, and even transparent. They also had the ability to regenerate lost limbs.

Dianoga were omnivores, feeding on smaller animals like fish and crabs, but also feed on bones and aquatic plants.

Society and culture

Dianoga had a primitive tribal culture. When they were not feeding, they often spoke a deep, complex humming language. Because its reverberations carried so completely in the water, that language scared away all nearby prey. Their people venerated water, which they called \"the Great Cleanser When It Was Time to Be Cleansed\", and believed in reincarnation.

History

Dianoga hailed from Vodran, a swampy planet located in the Si'Klaata Cluster. They shared their world with the sentient Vodrans, who usually stayed well away from the deeper wetlands.

Dianoga in the galaxy

At some point before the Battle of Yavin in 0 BBY, a female dianoga named Omi was captured by Vodrans, who handed her to members of the Galactic Empire en route to their new Death Star battle station. She was dumped into the Death Star's garbage masher 3263827, where she would feed on the organic materials that occasionally fell in. During the rescue of Leia Organa, Luke Skywalker first realized something was alive in the garbage compactor, but shortly after his realization, Omi dragged Skywalker underwater. Han Solo and Organa were unable to locate him, but the dianoga released him just before the walls began to close.

Experienced chefs could make grilled dianoga into a tasty breakfast dish, but overcooking it would activate the blood parasites in the fatty tissue, destroying the flavor.

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The dianoga can have up to seven at a time. Each tentacle can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it.

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The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

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.

The dianoga can make three attacks: two with its tentacles and one with its bite.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

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Melee Weapon Attack +6, Reach 15 ft., One target. Hit : 11 (2d8+2) kinetic damage.

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained.

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The dianoga slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) kinetic damage and be stunned until the end of the dianoga's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.

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Asajj Ventress

\"I am fear. I am the queen of a blood-soaked planet and an architect of genocide. I have helped to crack the galaxy in half with this war and conquered every enemy I have ever faced—including death. All except for you.\"

- Asajj Ventress, to Obi-Wan Kenobi

Asajj Ventress was a female Dathomirian Dark Jedi and a valuable Dark Acolyte to Count Dooku. Originally a Nightsister from Dathomir, Ventress was taken as a slave to Rattatak and trained as a Jedi Padawan by Jedi Knight Ky Narec. However, after Narec was slain, Ventress gave into her anger and began walking the path of the dark side; taking up the lightsaber of her dead master, she trained herself in the Jar'Kai style of lightsaber combat, before slaying all the warlords on Rattatak and installing herself as its ruler. At the time of the Clone Wars, Ventress served as one of Count Dooku's loyal acolytes and served in the rank of commander in the Confederacy of Independent Systems. She had yearned to learn the ways of the Sith from Dooku and believed if she had proved herself worthy, she would become his apprentice. She even blamed Obi-Wan Kenobi for her failure and made it an obsession to hunt and kill him. Soon after her first encounter on the moon Ohma-D'un, she hunted him on missions on Christophsis, Teth, and Ord Cestus, but never gained the chance to defeat him. In addition, during her struggles with Kenobi, she was also confronted with Kenobi's apprentice Anakin Skywalker, who also defeated her several times, being seriously injured in a duel on Yavin IV. When she especially wanted to meet Skywalker by threatening his lover Padmé Amidala, he was almost killed in another duel on Coruscant and initially disappeared from the scene. While Ventress' power continued to grow, the Dark Lord of the Sith Darth Sidious ordered his Dooku to have Ventress terminated due to his great fear of her power. After an unsuccessful attempt to do so, Ventress sought revenge against Dooku for betraying her and received help from the Nightsisters, led by Talzin, to assassinate him. However, further attempts to kill Dooku failed and Ventress was forced to retreat back to her homeworld to recover and join the Nightsisters. When Count Dooku and General Grievous launched an attack on the planet and killed almost every member of the clan, Ventress lived in exile and altered her life in becoming a bounty hunter.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (zebrak)","environment":"","cr":18,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":20000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy Damage From Unenhanced Weapons, Damage From Force Powers"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 20","languages":{"value":[],"custom":"Galactic Basic"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":2,"ability":"dex","bonus":0,"mod":7,"passive":29,"prof":12,"total":19},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"ins":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":4,"passive":20,"prof":6,"total":10},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"ste":{"value":0,"ability":"dex","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","token":{"flags":{},"name":"Dark Disciple","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"sAJqr9IPBVN6JELa","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":120,"max":120},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MjE0ZDI2NWY0OWRj","flags":{},"name":"Avoidance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

If the Dark Acolyte is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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Dark Acolyte casts battle precognition on herself every morning.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MjNmOWVhMjc1OTU4","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of its turns, the Dark Acolyte can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MjJiY2NjNjYxNTc1","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

When the Dark Acolyte fails a saving throw, she can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZGE5YmJiMzk4ZGVm","flags":{},"name":"Surprise Attack (1/rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

If the Dark Acolyte surprises a creature and hits it with an attack on the Dark Acolyte's first turn in combat, the attack deals an extra 2d6 damage to it.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MDI5OWM1YjNiYTky","flags":{},"name":"Two-Weapon Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

The Dark Acolyte gains a +1 bonus to AC while wielding a weapon in each hand (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"M2M0ZmIwNWM1OWU0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

The Dark Acolyte is a 14th level forcecaster it's forcecasting ability is Charisma (force save DC 19, +11 to hit with force attacks, 42 force points). The Dark

Disciple knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect mind,

saber throw, burst, psyhcic charge

1st level: slow descent, battle precognition, force jump, force

throw, phase strike, hex

2nd level: stun droid, phasewalk, darkness, force camouflage

3rd level: dark aura, knight speed, sever force, force repulse

4th level: improved force camoflauge

5th level: telekinesis

6th level: crush, rage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"MTZlOGNkMjAwY2E0","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/403_-_Dark_Disciple/avatar.webp","data":{"description":{"value":"

Dark Acolyte adds 6 to her AC against one melee attack that would hit her. To do so, Dark Acolyte must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YzJjMjM2ZGExODNm","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Dark Acolyte makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 25 (4d8+7) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (1d8+7) energy damage

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.

Dark Acolyte can move up to her speed without provoking opportunity attacks.

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.

Dark Acolyte casts an at-will force power.

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.

Dark Acolyte makes one lightfoil attack.

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Dathka Graush was the one who successfully melded spellcasting and alchemy, to perfect necromancy. Sorzus Syn expressed regret at not being able to meet him, and recorded the spell in her journals.


Asajj Ventress appeared to learn this ability, bringing up the corpses of Gungans to assist her against the Jedi in the Battle of Ohma-D'un.

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If the necromancer fails a saving throw, it can choose to succeed instead.

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While within 30 feet of the necromancer, any undead ally of the necromancer makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZGRlMGYwZDMyZDI1","flags":{"_sheetTab":"details","entityorder":{"order":187}},"name":"Evasion","type":"feat","img":"systems/dnd5e/icons/skills/red_03.jpg","data":{"description":{"value":"

If the necromancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the necromancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ODQ5YWIwNDUwZDQ3","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","data":{"description":{"value":"

The necromancer is a 13th-level forcecaster. Its forcecasting ability is Charisma (force save DC18, +10 to hit with force attacks) and it has 57 force points.

The necromancer knows the following force powers:

At-will: enfeeble, shock, force push/pull, lightning charge,

feedback, slow

1st-level: burst of speed, improved feedback, wound

2nd-level: animate weapon, affliction

3rd-level: plague, knight speed

4th-level: freedom of movement, shocking shield

5th-level: greater feedback, mass animation

6th-level: scourge

7th-level: ruin

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YTJhZGUxYzMyMjEw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The necromancer makes three sith sword attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NDlhMTUwMzc2Y2Q0","flags":{},"name":"Sith Sword","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) necrotic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"],["4d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"ZGFhNGFmMTYwYWFk","flags":{},"name":"Sith Sword","type":"feat","img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","data":{"description":{"value":"

.

The necromancer makes a sith sword attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NzE5NWVkMmZhMTBk","flags":{},"name":"At-Will","type":"feat","img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","data":{"description":{"value":"

.

The necromancer casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"YjVlMjdiMTFlZDI5","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/392_-_Sith_Necromancer/avatar.webp","data":{"description":{"value":"

.

The necromancer moves up to its speed without provoking opportunity attacks.

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.

Up to five sith zombies appear in unoccupied spaces within 30 feet of the necromancer and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The necromancer can have up to five undead summoned by this ability at a time.

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\"Send the Heavy Gunner in first—he has better armor and more firepower.\"

- Obi-Wan Kenobi

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

Heavy Gunners were clone troopers in the Grand Army of the Republic that used Z-6 rotary blaster cannons. The troopers had better clone trooper armor than other clones in the army. Due to their heavy blaster, they had superior firepower as well. Heavy Gunners in phase one armor had blue markings. In phase two armor, the clones still possessed blue markings, however, now the troopers also wore a kama, and a pauldron.

During the Clone Wars, Heavy Gunners could work alongside a clone medic and a clone paratrooper that served as a sniper.

In 22 BBY, during the first battle of the Clone Wars, the First Battle of Geonosis, Heavy Gunners were deployed alongside the other clone troopers of the Grand Army to engage the Separatist's battle droids and their Geonosian allies. Later in the Clone Wars in 19 BBY, at least one Heavy Gunner fought in the Battle of Kashyyyk.

For general information about troopers, see Trooper

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The trooper sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The developer is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 36 tech points.

The

developer knows the following tech powers:

At will: assess the situation, electrical burst, electroshock,

minor hologram, ward

1st level: alarm, decryption program, energy shield, hologram,

overload, repair droid

2nd level: detect invisibility, hold droid, mirror image,

translocate

3rd level: diminish tech, greater hologram, scramble

interface, tech override

4th level: ballistic shield, synchronicity

5th level: override interface

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 5 (1d6+2) energy damage

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\"We are the Emperor's Guard. We protect him. Kill for him. Die for him.\"

- Lassicar

Founder(s)Sith Emperor
Leader(s)

Tainor

HeadquartersImperial Citadel, Dromund Kaas
Location(s)
  • Dromund Kaas
  • Korriban
  • Yavin 4
  • Emperor's Fortress
Date founded4.980 - 3.959 BBY
Affiliation
  • Sith Empire
  • Sith Emperor's power base

The Imperial Guard, also known as the Emperor's Guard, the Sith Honour Guard and the Dark Honor Guard, was a force of elite warriors who served the Sith Emperor of the reconstituted Sith Empire as his personal protectors and enforcers. Founded sometime before 3959 BBY, the Guard was composed entirely of non-Force-sensitive individuals mentally bonded to the Emperor. As a result, each Guardsman was incredibly loyal to their master and willing to lay down their lives in the service of the Sith ruler, and even the members of the Empire's ruling Dark Council feared the Guard's prowess in combat. The warriors of the Imperial Guard were trained to use a wide variety of weapons and combat styles, making them more than a match for a single Jedi or Sith. The Guard carried out the Emperor's will on battlefields across the galaxy during the Great Galactic War, Cold War, and Galactic War with the Republic. Even with the knowledge that the Emperor sought to consume all life in the galaxy, the Guard remained loyal to their master, though they were unable to prevent the Order of Revan from invading the moon Yavin 4 and disturbing the Emperor's slumber there.

Organization and philosophy

\"Those who challenge the Imperial Guard challenge the Emperor himself.\"

- Commander Tainor

An elite group of soldiers chosen from among the ranks of the Imperial Military, the Imperial Guard was generally composed of members who lacked any degree of Force-sensitivity, though their candidates were chosen from among the Sith Empire's greatest non-Force-sensitive warriors. On rare occasions, Force-sensitives would be inducted into the organization, such as Guardsman Xarovit Tovar. Guardsmen were brought before the Sith Emperor and mentally linked to the Sith ruler. As a result, they were fanatically loyal to the Emperor and incapable of ever betraying him, becoming a vital part of his power base. The Guardsmen were perfectly willing to die for the Emperor, and carried out his every command without question. They were the protectors of the Sith Sanctum—the headquarters of the Sith Order—and the rest of the Imperial Citadel on the Empire's capital planet of Dromund Kaas, as well as the Sith Academy on the world Korriban, though they were also deployed wherever the Emperor required. The Empire's ruling Dark Council had no authority over or insight into the Guard's activities.

Equipment and training

\"I am a member of the Emperor's personal guard—as are the men under my command. The soldiers you face are specially trained to kill Jedi—and they outnumber you.\"

- Guardsman Lassicar

Members of the Imperial Guard were clad in armored robes of red and crested helmets, while they wielded a variety of different weapons as the situation required. Imperial Guardsmen would also don variations on the standard Imperial soldier's armor when harsh environments required it, though their stark white armor and red markings distinguished those Guardsmen from normal infantry. The primary weapon of a Guardsman was an electrostaff, though the Guardsmen were proficient enough with blaster rifles and other weaponry to be considered deadly opponents regardless of their weapon. The signal range 47.2 was used exclusively by members of the Imperial Guard, though their transmissions were largely encrypted.

The Emperor himself selected the locations of the Guard's academies, choosing worlds strong with the dark side of the Force so that he could exert his influence and form bonds with his future Guardsmen. Candidates underwent a merciless training regimen designed by elder Guardsmen, and their training included regularly-scheduled battles to the death among the initiates. Each Guardsman underwent an indoctrination process where they were brought before the Emperor and were made to submit to his will; a candidate named Iven resisted the process longer than any other in history, but when he finally broke, his mind also broke with him. If a candidate survived the ordeal, they emerged a incredibly-skilled killing machine bound to the Emperor's will. Guardsmen served for life; when a Guardsman reached the age where he or she was no longer suitable for active duty, they were appointed as training commandants for the next generation of Guardsmen, and the new recruits would eventually kill the teachers whose skills deteriorated in their old age. As an instructor at the Imperial Guard Academy on the moon Yavin 4, Commandant Iven had a candidate kill rate of over 80%.

The Guard also received intense training in martial arts, so that they were more than a match for both Jedi and Sith. Guardsman Lassicar personally executed six different Jedi and over two dozen Sith Lords throughout his career, as well as a highly trained team of agents from the Strategic Information Service—the Republic's covert intelligence agency. The reputation of the Guard was such that even the members of the Dark Council feared them, and throughout the Empire's history many Sith surrendered to the Guard rather than fight them when the Emperor's enforcers came to deliver their master's will. While the Guardsmen were not Force-sensitive, they could draw upon the Emperor's power to strengthen themselves if they were close enough to their master.

History

Protecting the Empire

\"What about Nyriss? What will the Emperor do to her?\"

\"She will be purged by the Imperial Guard. Along with her entire staff of followers.\"

- Scourge and Yarri

The Imperial Guard, also known as the Emperor's Guard or the Dark Honor Guard, were first created by the Sith Emperor sometime after the founding of the reconstituted Sith Empire in 4980 BBY, and by the year 3959 BBY the Guard were a common and feared sight on the Imperial capital of Dromund Kaas. Upon discovering the existence of the Empire, the Jedi Knights Revan and Malak attempted to infiltrate the Imperial Citadel and eliminate the Emperor, but the pair were unaware that the Guardsman whom they had convinced to help them was actually leading them into a trap. The Guardsman, a female Sith pureblood named Yarri, had already informed the Emperor of the forthcoming attack, and the Emperor easily defeated and corrupted the two Jedi when they confronted him, though Revan would later be redeemed by the Jedi Council.

In 3950 BBY, the Sith Lord Scourge alerted the Emperor to the existence of a conspiracy against him among the members of the Dark Council. As a result, the Emperor summoned the seven innocent members and two of the guilty Councilors to his chambers and killed them, while simultaneously dispatching the Imperial Guard to destroy the remaining three traitors and their power bases. The purge was utterly effective, as the highly trained Imperial Guard overran the defenses of the Councilors' estates and massacred everyone within—including Darth Nyriss and her two co-conspirators. Not long afterward, however, the Guard failed to stop Scourge, Revan, and Revan's allies Meetra Surik and T3-M4 from penetrating the heart of the Citadel, as the Sith Lord and the two powerful Jedi Masters caught the Guardsmen by surprise and battled their way into the Emperor's chambers. While the group's attack ultimately failed, it convinced the Emperor that he needed to take further precautions against death; he began to transfer his consciousness between host bodies, with the current host known as the Emperor's Voice.

After the spirit of the Sith Lord Naga Sadow was eliminated from Yavin 4 by the Emperor's agents around 3756 BBY, the Emperor took control of the moon, and the Guard established an academy there. The academy also served to protect the Temple of Sacrifice, a Sith structure that contained the Emperor's failsafe in case his Voice was slain. During the Great Galactic War with the Galactic Republic, the Imperial Guard continued to serve as protectors of the Imperial Citadel, and after the reclamation of Korriban from the Republic in 3681 BBY, the Guard became the Sith Academy's defenders as well. However, the Imperial Guard also oversaw the machinery and equipment in the depths of the Academy that the Emperor used to create his Children—individuals who were unknowing extensions of the Emperor's will— and the Guardsmen ensured that their master's plans were not interfered with.

Those Guardsmen who protected the Academy and the Dark Council's chambers there were known as the Dark Honor Guard, with Guardsmen such as the cyborg Naman Fal stationed there in the years after the Great War's end in 3653 BBY. Several Imperial Guardsmen also participated in the second Battle of Bothawui in 3671 BBY, where they fought alongside the Imperial Military under Grand Moff Zellos in an effort to destroy the deflector shield generator guarded by Jedi Master Belth Allusis and his small force of Republic defenders.

Waging war

\"It's extremely rare to see more than one at a time. As a unit, they've never been defeated and answer directly to the Emperor.\"

- General Aves

During the subsequent Cold War, the Guard continued to protect the Emperor and enforce his will, though as conflict began to break out again, members of the Guard were deployed across the galaxy to enact the Emperor's commands. During the galactic conflict, a number of Guardsmen were also Sith Lords; Xoc'dal, Xheoch Den, Djanistak, Chanigresh, Feldrax Kar, Toreshi Xach, Sendesh Xaq, and Doshcra Vael all wielded two lightsabers in combat and served as high-ranking commanders of Imperial forces throughout the galaxy. Several Guardsmen under the leadership of Lassicar were sent to the icy planet of Hoth around 3642 BBY in order to stop the Jedi Knight known as the Hero of Tython from recovering the plans for the Emperor's Fortress, though their initial efforts were foiled by the Knight and the soldiers of the Republic's 301st Infantry. The mission would end in failure when Lassicar and the remaining Guardsmen were killed in battle with the Knight in the ruins of the Star of Coruscant dreadnaught.

When the Knight boarded the Emperor's space station along with the rest of a Jedi strike team led by Master Tol Braga, Commander Trahg led his fellow Guardsmen and the Sithspawn known as Harrower assassins in a defense of the station. However, Trahg was killed along with many of his men by the Hero and the Jedi Knight Kira Carsen, and despite the efforts of the Guard, all of the Jedi reached the throne room—where the Emperor dominated their minds and corrupted them into his servants as he had done to Revan and Malak. The Hero broke free from the Emperor's control, however, and the Jedi was able to escape the station because the Guardsmen still believed the Knight to be a servant of the Emperor. As the Emperor orchestrated an Imperial assault on the Republic prison world of Belsavis, members of the Imperial Guard were sent on multiple missions to the planet. Commander Calum was ordered to retrieve the six Sith Lords known as the Dread Masters from their imprisonment, and Commander Vorel led an attempt to recover technology of the ancient Rakata species that had once inhabited the world.

The Imperial Guard also served in the Battle of Corellia, with Commander Tainor—the head of the Imperial Guard—directing his Guardsmen in aiding the Imperial offensive in the Axial Park district. General Hesker's forces aided Darth Decimus in the battle for Axial Park and the storming of the Enclave of Corellia's native Green Jedi, and Commander Jastal's forces battled the droid army of the Czerka Corporation in the Incorporation Islands district. Guardsmen Churnis and another Guardsmen were also assigned to Moff Alvon Zamar during his survey of Imperial resources on the Corellian battlefront, and several Guardsmen aided their Emperor's First Son and the Children of the Emperor in securing the fortress known as the Guardian Hold Four on Corellia.

Dozens of Guardsmen accompanied the Emperor to the Dark Temple on the outskirts of Dromund Kaas's Kaas City when the Hero of Tython embarked on a mission to confront the Sith ruler, and the warriors fought in vain to prevent the Jedi Knight from entering the Dark Temple. The Knight's companions engaged the Temple's defenders from multiple directions to draw them away from the Hero's path, though one of the attackers was pinned down in the access tunnels beneath the Temple until the Knight rescued them. Despite the Guard's efforts, the Emperor's Voice—his host body and the vessel for his consciousness and power in the Force—was struck down in battle, and the Emperor's essence retreated to Yavin 4. The commander of the academy there, Commandant Iven, was tasked by the Emperor and agents of the Emperor's Hand with the protection of the moon.

In the Emperor's absence

\"Invaders! Interlopers! This world is off limits! He told us from the start. Only the devoted! Only the purest! His orders, his command!\"

- A crazed Commandant Iven, after the Revanite invasion

The rogue Sith Lord Darth Malgus established his own New Imperial Guard when he declared his New Empire on Ilum shortly after the Emperor's defeat, choosing the Chagrian Chondrus Berani to lead his protectors. Some members of the New Guard wielded lightsabers in combat, unlike the true Imperial Guard, and the New Guard's armor featured darker hues and black markings to distinguish themselves from their counterparts in the Sith Empire. That insult, as well as Malgus' audacity to seize the Emperor's throne, drove the Imperial Guard to help battle the New Empire's forces on Ilum. However, the Guard gradually withdrew from Imperial affairs, and though it soon become public knowledge among the Empire's upper echelons that the Emperor sought to eradicate all life in the galaxy, the prospect of their death did not faze the Emperor's protectors.

Later in the war, the mad Force-user Revan and his fanatical Order of Revan invaded Yavin 4, as Revan sought to restore the Emperor to physical form in order to kill him permanently. The Guardsmen under Commandant Iven were nearly eradicated by the Revanite forces; the academy was left in ruins, and what little remained of Iven's sanity began to crumble in the face of his failure to prevent the Revanites from intruding on his master's sacred ground. A coalition of Imperial and Republic forces, united in their desire to prevent Revan from resurrecting the Emperor, discovered the academy and captured Iven, whose interrogation revealed the existent of a Sith artifact in the Temple of Sacrifice that could restore the Emperor's strength. By the year 3630 BBY, the Sith Empire maintained an \"Imperial Honor Guard,\" which repurposed both the name and the armor of the former Emperor's Imperial Guardsmen in the service of the Sith Empire.

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The Imperial Senate Sentinel has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 8 (1d10+3) kinetic damage plus 7 (2d6) lightning damage.

On a hit, the target must then succeed on a Constitution Saving Throw (DC 14) or become stunned.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The intern is a 1st-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 4 tech points.

The

intern knows the following tech powers:

At will: electroshock, jet of flame, poison spray, ward

1st level: oil slick, smoke cloud

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The target must make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

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Ranged Weapon Attack +3, Range 40/160 ft., One target. Hit : 3 (1d4+1) energy damage

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DesignationNon-sentient
Homeworld
Jakku

Steelpeckers were a non-sentient species of carrion bird native to the planet Jakku. They had beaks and talons that were tipped with iron; they fed mainly on metal, to which they were drawn by its magnetic signature. To digest the metal they consumed, Steelpeckers stored vanadium, osmiridium, and corundum in their gizzards. Named for their diet, these birds were useful commodities to scavengers, who collected their carcasses and guano.

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The steelpecker can pinpoint, by scent, the location of metal within 30 feet of it.

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The steelpecker has advantage on Wisdom (Perception) checks that rely on sight or smell.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage.

The steelpecker devours any unenhanced metal object it attacks. If the object isn't being worn or carried, the attack destroys a 1-inch cube of it. If the object attacked is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object attacked is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

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The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.

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The manager is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points.

he manager knows the following tech powers:(6th

level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame,

poison spray, ward

1st level: absorb energy, energy shield, tracer bolt

2nd level: mirror image, pyrotechnics, translocate

3rd level: diminish tech, explosion, tech override

4th level: corrosive sphere, kolto reserve, salvo

5th level: cryogenic spray, friendly fire, greater translocate

6th level: programmed illusion, security protocols

7th level: cage

8th level: scrambling field

9th level: invulnerability

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The manager has advantage on saving throws against tech powers.

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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Ranged Weapon Attack +6, Range 40/160 ft., One target. Hit : 5 (1d6+2) sonic damage

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Force spirits were beings who gained immortality through the preservation of their consciousness after death. When lifeforms died, they became one with the Force. Through special training, however, deceased Force-sensitives could retain their identity and, therefore, communicate with the living. By achieving spiritual immortality, a person's physical form would vanish upon their death. This knowledge could be learned only by those who fully embraced the light side of the Force, such as the Jedi who lived by a code of selflessness and sacrifice. The followers of the dark side of the Force, such as the Sith, were incapable of learning this power. Before the Fall of the Republic, Jedi Master Qui-Gon Jinn learned the ability to become a Force spirit, but was killed by Darth Maul before he could complete his training. As a result, he could commune with the living only as a disembodied voice. Near the end of the Clone Wars, a conflict in which the Galactic Republic and Jedi Order were at war with the Separatists, Grand Master Yoda embarked on a spiritual journey that brought him to the planets Dagobah and Moraband—as well as the birthplace of the midi-chlorians—and ultimately learned how to retain his identity after death. This ability was also learned by Jedi Master Obi-Wan Kenobi during the rise of the Galactic Empire. Although Anakin Skywalker—a fallen Jedi Knight and the Chosen One of the Force—never received the training that allowed his mentors to become Force spirits, his redemption and sacrifice made it possible for his consciousness to be preserved after death by Kenobi and Yoda.

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The ghost has advantage on saving throws against Force Powers

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The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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The Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

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.

The ghost can creates a field with a 15ft radius. The ghost can designate any number of creatures it can see to be unaffected by the power. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage. The ghost must maintain concentration to keep the field up and is not able to take any other actions while active.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) psychic damage

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.

The Force Ghost can take the Help action to benefit any allied creature within a 20ft radius.

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.

The Jedi Ronin can move up to her speed without provoking opportunity attacks.

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.

The Jedi Ronin can cast an at-will force power.

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.

The Jedi Ronin makes one Saber attack.

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\"As I thought. Young. From the very last production line. Which means they were brought online after the purge, as an expendable death squad for the Inquisitorius.\"

- Ferren Barr, on the Purge Troopers

Organization type
Special forces

Leader(s)

  • Dark Lord of the Sith Darth Vader
  • Inquisitorius
HeadquartersFortress Inquisitorius, Nur
Sub-unit(s)
  • Bracca
  • Ilum
  • Kashyyyk
  • Mon Cala
  • Ontotho
  • Zeffo
Date foundedDuring or after 19 BBY

Affiliation

Galactic Empire (Inquisitorius)

Purge Troopers, also known as Purge Stormtroopers, were Imperial soldiers led by the Sith Lord Darth Vader and the Inquisitorius during the reign of the Galactic Empire assigned to hunt down any surviving Jedi. Trained as expendable death squads, they were activated after the Great Jedi Purge and subsequent termination of the cloning operation on Kamino, making them the last generation produced from the Jango Fett template. As with their precursors in the Grand Army of the Galactic Republic, Purge Troopers were programmed to obey Order 66, making them hostile against all Jedi.

In 18 BBY, Purge Troopers accompanied Darth Vader as well as the Sixth Brother, Ninth Sister, and Tenth Brother to the planet Mon Cala where they confronted Padawan Ferren Barr and his disciples. At some point, the clones which had made up Purge Trooper ranks were replaced by non-clones. Purge Troopers were also involved in the hunt for Cal Kestis, another Padawan of the fallen Jedi Order, during which they served under the Second Sister.

Purge Troopers were also assigned to guard the key locations of the Empire like Kashyyyk which housed a prison, that was later attacked by Cal Kestis with his crew and the unexpected help of Saw Gerrera, which had captured Wookiees from a resistance movement led by Chieftain Tarfful.

Description

\"I fought alongside the clones once, but now I know they are merely machines. Little better than droids. They must obey their programming. As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Purge Troopers

Purge Troopers were specialized Imperial soldiers who served the Inquisitorius, although some engaged their enemies without nearby support.[3] One group of Purge Troopers were clones from the final production line, and as such, were young human males. They served as a death squad for the Inquisitors and had a red tattoo on the right side of their faces and had no hair.

History

\"We barely survived the wave ourselves—lost two clones.\"

- The Sixth Brother, to Darth Vader

As part of the final production line of clones, the Purge Troopers were activated after the Great Jedi Purge and served as expendable death squads for the Galactic Empire's Inquisitorius, a group of Jedi hunters under the command of Sith Lord Darth Vader and Emperor Palpatine.

Occupation of Mon Cala

\"Kill the Jedi.\"

- The Purge Troopers turn on the Inquisitors under Ferren Barr's influence

In 18 BBY, the Purge Troopers accompanied the Inquisitors and Vader to Mon Cala in order to hunt down a possible Jedi who was allegedly advising King of Mon Cala Lee-Char. Using the Zeta-class shuttle Infernum, the squad touched down on a landing platform in Dac City. After the death of Ambassador Telvar, the Empire dispatched landing craft to Dac City under the command of Major Rantu, as well as landing craft throughout the world. Eventually, the Battle of Dac City commenced and the squad aided the Inquisitors in securing the platform, and then accompanied Vader and the Inquisitors to Dac City palace to capture King Lee-Char in order to uncover the location of the Jedi.

Two enormous creatures jumped from beneath the ocean's surface and crashed back down, unleashing a tidal wave that destroyed the city. At the palace, Vader and the Inquisitors used Force barrier in an attempt to stop the wave but were ultimately unsuccessful. Vader was separated from the others and the squad lost two members. The Inquisitors were able to regroup and requisition an Imperial submarine and rescued Vader from the Great Ungeness Trench as he defeated a large squid-like creature.

After Vader was rescued, the submarine headed to the cave where the Jedi, Padawan Ferren Barr, and his followers were located, and engaged each other just as Barr and his group were escaping. In the fight, which continued to Bel City, several members of Barr's group were killed and Vader left the group to find the king, while the squad and the Inquisitors continued. Barr, Verla, and Daren became trapped in an enclosed chamber. The Sixth Brother killed Daren with his lightsaber and the Tenth Brother told Barr and Verla that there was no escape. Although Verla was ready to face the Jedi hunters and the clones, Barr revealed he had another idea.

Barr informed the Inquisitors he knew who they were and mentioned their former names, Prosset Dibs, Bil Valen, and Masana Tide, and explained they were once Jedi. After the Ninth Sister retorted that they knew him as well and that their original names were dead, Barr countered, saying that the past didn't die and that he studied how Sidious manipulated the galaxy, including the role clones, had, and unmasked the clones, revealing their faces. Barr continued, as he then knew he was correct when he thought that the clones were from the last production line and were activated after the Jedi Purge. When the Sixth Brother stated that the past did not matter, Barr retorted, saying that once someone was a Jedi, they were always a Jedi, and used the Force to command the squad to execute Order 66.

The young clones, in accordance with their programming opened fire on the three Inquisitors despite their protests. The Tenth Brother was almost immediately gunned down, while Barr and Verla escaped. Ninth Sister and Sixth Brother used the Force to push the clones out of the way so they could pursue Barr. However, Sixth Brother sliced off Ninth sister's leg to buy him time for his escape. He wished her good luck, and slyly remarked that she was always his favorite. Enraged, Ninth Sister told him he was dead and his actions wouldn't stop her. As the battle came to an end, only one Purge Trooper survived the chaos and sat amongst his fallen brothers.

Hunting Cal Kestis

\"A Jedi. This is what I've trained for.\"

- A Purge Trooper confronts Cal Kestis on Kashyyyk

Five years into the Jedi Purge, Purge Troopers accompanied the Second Sister and Ninth Sister to Bracca in search of a Jedi, who turned out to be a Padawan named Cal Kestis. At least two of them were based at an Imperial Refinery on Kashyyyk when Kestis infiltrated the compound along with Saw Gerrera and the Partisans. One of them fought off two rebels before confronting the Padawan, but was killed in the fight. Another was later attacked by Kestis while consulting a scout trooper and was also defeated.

Equipment

\"Never seen a trooper like that before.\"

- Saw Gerrera

Every member was equipped with black and red phase II clone paratrooper armor that was lightsaber-resistant. The armor included several silver and/or red designs and a black helmet alike to that of clone paratroopers. Commanders wore red pauldrons while other troopers either wore black pauldrons, grey ones or did not wear one depending on their rank or specialty. The pauldron was worn over the right shoulder. Most troopers also wore kamas with commanders having red sections on them but some members did not wear one. Furthermore, some members had bandoliers wrapped around the left shoulder. Every member had the Imperial crest on both shoulder pads, either in red (usually for commanders) or in white (for other ranks).

For ranged weaponry, they were equipped with DC-15 blaster rifles, DC-15LEs, DC-15A blaster carbines or E-11 blaster rifles. In close quarters combat, they utilized electrostaffs, electrobatons or electrohammers.

To carry out their duties, Purge Troopers made use of Zeta-class shuttles, TIE/rp Reaper attack landers and LAAT/le gunships.

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The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

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The trooper has advantage on saving throws against Force powers.

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If the trooper surprises a creature and hits it with an attack during the first round of combat , the target takes an extra 7 (2d6) damage from the attack.

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The trooper makes two melee or three ranged attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MzVkMzY0YzM1NmYz","flags":{},"name":"Blaster Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/046_-_Purge_Trooper/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"Y2JiM2JlYzA2ZTIx","flags":{},"name":"Electrostaff","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/046_-_Purge_Trooper/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"ZjllMTYwOTRmMWE2","flags":{},"name":"Volley (Recharge 6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/046_-_Purge_Trooper/avatar.webp","data":{"description":{"value":"

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The trooper makes one ranged attack against every enemy within 10 feet of a point it can see.

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Aiwhas, also called air whales, were a non-sentient species of winged cetaceans native to the planet Kamino. They were used as mounts by the Kaminoans.

DesignationNon-sentient
Classification

Cetacean

HomeworldKamino
Habitat

Ocean

DietKrill

Biology and appearance

\"That uniform suits you about as well as a hat on an aiwha.\"

- Kan Be to Terex

Massive, winged cetaceans, the aiwha were native to both the oceans and skies of the planet Kamino, capable of both swimming and flying using their wingtips to propel them through either substance. Their long, beak-like mouths featured a baleen used for filtering krill from seawater. The non-sentient species, one of a wide variety of aquatic life on Kamino, was also known as the \"air whale\", and were a peaceful and majestic species. Aiwha gave out bleating cries when dying.


History

\"We've got to stop meeting like this, my friend.\" 

- Obi-Wan Kenobi, saved by an Aiwha for the second time

When the climate of Kamino changed drastically, leading to planet-wide flooding when the ice caps melted, the native Kaminoans adapted both themselves and some of their fellow creatures to their new environment. The aiwhas were among those who were adapted using the Kaminoans' advanced cloning technologies, and became biological curiosities used as mounts to traverse Kamino's endless ocean. The Kaminoans used aiwhas as mounts, although aiwha-riders traveled beneath the waters during the lashing tempests of the severe electrical storms which raged for much of the planet's year.

During the Battle of Kamino, Jedi Master Obi-Wan Kenobi hitched a ride on an aiwha while investigating the planet's Separatist attackers, and was rescued twice during the battle by the creatures. During the search for the rogue clone trooper CT-5555 (\"Fives\"), teams rode atop aiwhas to track down the fugitive.

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If the aiwha is flying and dives at least 30 feet straight toward a target and then hits it with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

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The aiwha can't use its blindsight while deafened.

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The aiwha can hold its breath for 30 minutes.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 14 (3d6+4) kinetic damage

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air.

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Killik makes two weapon attacks.

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Ranged Weapon Attack +8, Range 100/400 ft., One target. Hit : 7 (1d8+3) energy damage

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A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.

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Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.


Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.


Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.


Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

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

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Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

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The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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When the Killik makes a long jump, it can leap up to 36 ft. When the Killik makes a high jump it can leap up to 11 ft in the air

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The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Killik makes three attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 15 (2d8+6) kinetic damage.

The target is grappled.

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.

The killik tears apart a grappled opponent. A grappled creature must make a DC 17 Strength saving throw. On a failure, the creature takes 24 (4d8+6) kinetic damage and is stunned until the end of the killik's next turn. On a success, the creature takes normal weapon damage.

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The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

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If the Jedi rebel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Jedi rebel is a 8th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 38 force points.

The

Jedi rebel knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: battle precognition, burst of speed, force jump,

heal, project

2nd-level: battle meditation, force confusion, force throw,

phasewalk, stun

3rd-level: knight speed, sever force telekinetic storm

4th-level: freedom of movement, mind trap

5th-level: telekinesis

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The Jedi rebel’s attacks are enhanced by its precision and the force, adding an extra 1d6 to its weapon attacks (already included).

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The Jedi has advantage on saving throws against force powers and effects.

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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The Jedi rebel makes three melee attacks or three ranged attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 11 (2d6+4) energy damage

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Melee Weapon Attack +7, Reach 40/160 ft., One target. Hit : 11 (2d6+4) energy damage

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\"There's assassin probes down here!\"

- Anakin Skywalker

ManufacturerTechno Union
ClassAssassin droid
Degree4th degree droid
Sensor colorRed
Plating colorGray

The SD-K4 assassin droid, also known as the assassin probe, was a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

Characteristics

A fourth class droid, the SD-K4 assassin droid was designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes moved quietly on eight razored legs they could use to lurk silently in for the kill. They were equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 could release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.

History

Manufactured by the Techno Union, SD-K4 assassin droids were used by the Confederacy of Independent Systems during the Clone Wars. As the Galactic Republic's highest echelons began disappearing, it suspected the use of assassin probes. In the year 21 BBY, Tal Merrik, senator of Kalevala and a secret Death Watch sympathizer, smuggled three SD-K4s aboard the spaceliner Coronet to assassinate Satine Kryze, duchess of Mandalore. However, the trio and their probe killers were destroyed before they could eliminate their target, though not before killing several of her clone trooper security detail.

After the Clone Wars, the Techno Union was absorbed by the Galactic Empire, who used their assassin probes during the Galactic Civil War. The Rebel Alliance also modified some for combat and provided them to Saponza's Gang.

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The swarm makes 4 leg slash attacks if it has more than half its hp, or 2 leg slash attacks if the swarm has less than or equal to half hp.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage

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DesignationNon-sentient
ClassificationAvian
Feather color
  • Blue
  • Red
  • Green
Eye colorBlue
Distinctions

Four legs

Homeworld
  • Ord Mantell
  • Alderaan

Flutterplumes were feathered carrion-eaters native to the planet of Ord Mantell that also had a sizable population on Alderaan. The enormous scavenger bird was noted for its impressive hook-like beak and four sets of curled talons that it used to tear apart and consume rotting carcasses. Its beautiful feathers were also valued as good luck charms. An abundant supply of fresh battlefield kills attracted flocks of these carrion eaters and there were stories of wounded men unable to defend themselves being eaten by the hungry winged predators. Flutterplumes hunted in flocks of three or four, gliding on the thermal currents that blew across the Scraplands north of Worlport.

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The flutterplume has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The tactician can attempt to hide even when obscured only by a creature its size or larger.

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

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The tactician can take a second reaction each round. It can only take one reaction per turn.

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As a bonus action the Tactician can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following benefits:

After analyzing a hostile creature, the tactician can use its Intelligence modifier instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the tactician's Critical Analysis on them (no action required). The target then gains a +5 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes.

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When the tactician hits a target with an attack, it can attempt to drive the target back. The attack does an additional 1d10 weapon damage. The target must make a DC 16 Strength saving throw or be pushed 15 feet away from the Tactician.

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When the tactician hits a target with an attack, it can attempt to to knock the target down. The attack does an additional 1d10 weapon damage. If the target is Large or smaller, it must make a DC 16 Strength saving throw or be knocked prone.

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The tactician is able to utilize the following discoveries:

Mental Prowess. The tactician is able to use its Intelligence modifier to make or escape a grapple check.

Hardened Mind. The tactician has advantage on saving throws against illusions or on checks to discern illusions from reality.

Targeted Analysis. Attack rolls against the target of the tactician's critical analysis cannot suffer from disadvantage.

Firing Command. As a bonus action, the tactician can take the Help action. Additionally, when it takes the Help action, it has a range of 30 feet instead of touch.

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Once per round, when the creature that is the target of the tactician's critical analysis is attacked by a creature other than the tactician, the tactician can use its reaction to make one weapon attack against the critical analysis target.

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Once per a turn, when a creature misses the tactician with an attack, the tactician can use its reaction to make a melee weapon attack against the creature. If the attack hits, the target suffers the attack's normal damage and an addition 1d10 weapon damage.

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Ranged Weapon Attack +7, Range 150/600 ft., One target. Hit : 10 (1d12+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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.

Mand'alor can move up to their speed without provoking opportunity attacks.

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Mand'alor makes one weapon attack.

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.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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ClassificationRodent
Homeworld

Yavin 4

HabitatJungle

Stintarils were a species of rapacious rodents that were native to the moon Yavin 4, and dwelt in the mid-to-upper levels of the jungle canopy.

The Stintarils had sharp teeth that could easily puncture and hold on to prey, and a knobby hairless tail that was used for balance. These rodents attacked in swarms, being known for their great speed. Their prey mainly consisted of woolamanders and whisper birds. The species was nomadic and, as such, were constantly on the move; even their young, born in litters of four or five, were born in transit.

The metabolism of the stintaril was extremely high, and they had to eat often or risk starving to death within a few hours. Hungry stintarils were known to turn on their own kind as a last resort, cannibalizing the weaker among them in order to survive.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stintarils. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on sight and smell.

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 7 (2d6) kinetic damage

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 3 (1d6) kinetic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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When a creature hits the mad scientist with a melee attack, it takes 1d6 acid damage.

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The mad scientist's mind is harmful to any who touch it, if the mad scientist is forced to make an intelligence, wisdom, or charisma saving throw from a force power the caster is forced to make a DC 20 Intelligence saving throw or be a\u0000ected by force confusion for 1 minute.

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The chief o\u0000cer has advantage on saving throws against tech powers.

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The mad scientist is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points.

The chief o􀃞cer knows the following tech

powers:(6th level and above powers are usable 1/day)

At will: electrical burst, electroshock, jet of flame, poison

spray, ward

1st level: absorb energy, cryogenic blast, energy shield, oil

slick, smoke cloud

2nd level: darkvision, mirror image, pyrotechnics, shatter

3rd level: dimish tech, explosion, sending, tech override

4th level: ballistic shield, holding cell, kolto reserve

5th level: cryogenic spray, friendly fire, shutdown

6th level: disintegrate, kolto infusion

7th level: tactical superiority

8th level: incendiary cloud

9th level: invulnerability

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The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

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.

The mad scinetist makes three Electrobaton attacks.

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Melee Weapon Attack +11, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage.

The target has to make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

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Each creature within 30 feet of the mad scientist must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes aff\u0000ected as if by force confusion for 1 minute. At the end of each of its turns, an a\u0000ffected creature takes 4 psychic damage and repeats this save, ending the eff\u0000ect on a success.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000}]} +{"_id":"vE9lhCgHtAdQBYAH","name":"**First Order Warlord","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":22,"proficient":1,"min":3,"mod":6,"save":13,"prof":7,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":12,"prof":7,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"20","min":0,"formula":"unarmored defense"},"hp":{"value":207,"min":0,"max":207,"temp":0,"tempmax":0,"formula":"19d8+114"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":7,"powerdc":15,"bar1":{"value":207,"min":0,"max":207},"bar2":{"value":20,"min":0,"max":0}},"details":{"biography":{"value":"

\"With the blood of a scoundrel and a princess in his veins, his defiance will shake the stars.\"

- Landonis Balthazar Calrissian

Kylo Ren

Ben Solo was a Force-sensitive human male Jedi who, after falling to the dark side of the Force, eventually renounced his adopted persona of Kylo Ren and was redeemed. During the New Republic Era, he conquered much of the galaxy as Supreme Leader of the First Order and master of the Knights of Ren. The blood of the most powerful Jedi and Sith flowed through his veins, granting him raw strength in the Force. Ren embodied the teachings of both sides, creating much conflict within him, yet it was through discord that he derived power, and he learned to channel his anger into strength. Ultimately, Ren sought to build an immunity to the light side of the Force and destroy the last remnants of the Jedi Order, fulfilling the legacy of his grandfather—the Sith Lord Darth Vader. The man who became known as the \"Jedi Killer\" was born on the planet Chandrila in 5 ABY, when the Galactic Empire surrendered to the New Republic. The son of General Han Solo and Princess Leia Organa, Ben Solo was trained by his uncle, Jedi Master Luke Skywalker. After Solo's destruction of Skywalker's Jedi temple, Solo renounced his family and assumed the identity of Kylo Ren, becoming a First Order warlord and the apprentice of Supreme Leader Snoke. Ren's descent into darkness was marked by the massacre of civilians and the murder of his father, but the act of patricide failed to end his inner turmoil. Believing he was destined to rule the galaxy, Ren assassinated Snoke and usurped the position of Supreme Leader, seizing both military and political control of the First Order. It was not a complete victory for him, however, as Rey, a Jedi apprentice whom he was growing close to, rejected his offer to rule beside him. Though they were sworn enemies, Ren and Rey shared a unique bond with each other, making them part of a prophesied dyad in the Force. Supreme Leader Ren prioritized the destruction of the Resistance and the capture of Rey, viewing both as obstacles in his path to complete domination. The war came to a head in 35 ABY with the return of the Sith Lord Darth Sidious, who urged Ren to become the new Emperor by killing Rey. However, the persona of Kylo Ren ceased to exist after his mother died, allowing him to regain his former identity as Ben Solo. After the battle on Exegol, Solo sacrificed himself to revive Rey, and the two shared a kiss before he vanished into the Force as the last of the Skywalker bloodline.

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid (human)","environment":"","cr":21,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 18","languages":{"value":[],"custom":"Galactic Basic, Shyriiwook, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":21,"prof":7,"total":11},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":22,"prof":7,"total":12},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":18,"prof":7,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","token":{"flags":{},"name":"First Order Warlord","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"vE9lhCgHtAdQBYAH","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":207,"max":207},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZDMwN2IwZmM2MGNh","flags":{},"name":"Disarming Strike (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

When the Warlord hits on an attack he can try to disarm the target. The Warlord adds 1d8 to the damage and the target must succeed a DC 21 Strength saving throw or drop the item they are holding.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OGQyMzE5MjhiN2Fm","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

The Warlord is a 15th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 45 force points).

The Warlord

knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect,

saber throw, sonic charge

1st level: burst of speed, fear, force jump, force propel, phase

strike, slow descent

2nd level: coerce mind, force throw, phasewalk

3rd level: choke, dark aura, force repulse, knight speed, sever

force

4th level: dominate beast

5th level: dominate mind, telekinesis, improved phase strike

6th level: crush, rage, telekinetic burst

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZmJjZDQwNTU3MzBk","flags":{},"name":"Great Weapon Fighting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

The Warlord can reroll a 1 or 2 on a damage die for a melee attack. The Warlord must use the new roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"N2RjMDliMDg0NmVj","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

When Warlord fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OTYyYmFkYzcxNzdl","flags":{},"name":"Reckless","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

At the start of its turn, the Warlord can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Y2FhOTU1MzI0ZWU3","flags":{},"name":"Relentless (Recharges after a Short or Long Rest)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

If the Warlord takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NWVkNDcyOTNiMmQx","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, the Warlord adds his Constitution modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NWNjYjUzNzg1NGRm","flags":{},"name":"Unstable Kyber Crystal","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

The Warlords greatsaber is able to bypass resistances and immunities to energy damage. The Warlord attacks score a critical on a roll of 18-20.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YmFkNjJmMzBlNmI3","flags":{},"name":"Force Immobilize","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

When the first Warlord is hit by a ranged attack, before damage is applied he can use his reaction to attempt to stop the attack. The Warlord rolls 1d20+12. If the result is greater than or equal to the initial attack, the Warlord can stop the projectile in an open space between the target and himself. The Warlord can then use a bonus action on his turn to unfreeze or redirect the projectile.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MmM0YTk1ZTgzMzBj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When the Warlord makes three greatsaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NDRjODgxYTBmZWYy","flags":{},"name":"Greatsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 7 (2d6) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","energy"],["2d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"YjhjYmQ0YWM3NjI0","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

.

The Warlord can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"NGI4ODU1OWQ2NmNi","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

.

The Warlord can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NTA5NDk1ZTMxYTFm","flags":{},"name":"Greatsaber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/401_-_First_Order_Warlord/avatar.webp","data":{"description":{"value":"

.

The Warlord makes one Greatsaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000}]} +{"_id":"vGz0mC3yT5ECAp8q","name":"**Jensaarai Defender","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"Jensaarai enhanced armor"},"hp":{"value":91,"min":0,"max":91,"temp":0,"tempmax":0,"formula":"14d8+28"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":91,"min":0,"max":91},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

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The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 8 anytime it is damaged.

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The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks level 9 caster 36 points).

It can innately cast the following

Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

3rd level: telekinetic storm, sever force, knight speed

4th level: improved force camouflage

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jensaarai makes two attacks with its Martial lightsaber and one Ballistakinesis attack.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 10 (1d10+5) energy damage

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.

The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 16 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

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DesignationNon-sentient
Average Height1 meter
Homeworld

Dantooine

Kath hounds were about the size of a large dog, fur-covered, and each limb ended in four hoofed digits. They were generally not very hostile, unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. Domesticated kath hounds, called salkies, were also popular pets on Coruscant.

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, Revan encountered one of these on his exploration on Dantooine.

When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.

It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hounds were knocked out this way.

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The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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\"What, were you celebrating early? You smell like a cantina!\"

- Shad Jelavan to Zayne Carrick

A cantina, also known as a saloon, bar, or pub was a place where spacers, smugglers, and other denizens of the nearby area came to drink and play board and card games, such as pazaak or sabacc. Some cantinas had fighting rings. Cantinas were located on almost every major planet and were often a center of criminal activity such as smuggling and spice trading. They were typically located on smuggler-affiliated planets, such as Atzerri, Abregado-rae, Tatooine, Nar Shaddaa or Nal Hutta.

Atmosphere

Many cantinas provided live entertainment in the form of musicians and dancers. Gambling was also popular in these locales. The main attractions, however, were the beverages served by mixologists or automixers, and the opportunity to meet friends or business associates (illicit or otherwise).

Cantinas were generally poorly lit and crowded. They were dangerous centers of criminal activity, and it was not uncommon for patrons to be maimed or killed within the walls, without so much as a flinch from the staff or the other patrons.

Though most cantinas were open to everyone, many did not allow droids inside. Still other cantinas, such as the Jekk'Jekk Tarr on Nar Shaddaa, were designed only for aliens; the air consisted of fumes that were similar to the ones on their homeworlds, and therefore poisonous to Humans.

Staff

All cantinas employed at least one bartender. Chalmun's Spaceport Cantina had two bartenders: Wuher, who worked the day shift, and Ackmena, who worked at night. A serving staff of waiters and waitresses was often employed as well, and the bartender sometimes had an assistant or barmaid. In addition to the serving staff, most cantinas hired bouncers to handle the many drunk and disorderly patrons.

Some cantinas used MixRMastR robo-bartender droids as bartenders and other types of service droids to wait tables and handle the bar counter. The Kedorzhan Bar on Taris was run entirely by droids.

Many cantinas incorporated some type of entertainment, be it dancers or musicians. In some cantinas, female Twi'lek slaves danced on stages, while others used holograms. Bith musicians playing music, jizz for instance, were also popular entertainment. Some establishments employed both dancers and a band.

Layout

While layouts varied, cantinas typically included most of the same elements. Tables and chairs were generally scattered around the room, sometimes in the form of booths that were set into the walls for added privacy. Another element common to all cantinas was the bar. Often the bar was shaped like a long U, allowing the greatest number of patrons to be seated around it. In the center of the U-shape was the beverage dispenser, where the bartender made the drinks. At the back of the bar was usually a door leading to an office or other employee area.

Depending on the entertainment offered, a stage or bandstand could be against one wall for the performers. Often there would be a room off the main bar area with extra tables for playing pazaak or sabacc. Some cantinas also ran swoop races, in which case there would be a registration area and monitors for watching the races.

Additional areas in a cantina might include a VIP lounge—a room off the main bar area that was cordoned off for a particular group. The Upper City Cantina on the planet Taris had an area for watching and participating in dueling matches, and Zax the Hutt had established a bounty office in Javyar's Cantina.

The famous Jekk'Jekk Tarr, which exclusively served aliens who breathed fumes that were toxic to Humans, had four distinct chambers plus a VIP lounge. Each chamber was filled with a different type of gas, and was separated from the others by a small decontamination chamber. Despite the presence of a bartender, the Jekk'Jekk Tarr was primarily \"self-serve,\" with chemical dispensers located in convenient places around the room, primarily near the clusters of tables in the corners of the respective chambers.

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As a bonus action, the cantina brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The cantina brawl gains 7 (2d6) temporary hp for 1 minute.

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The cantina brawl can occupy another creature's space and vice versa, and the cantina brawl can move through any opening large enough for a medium humanoid. Except for Liquid Courage, the cantina brawl can't regain hp or gain temporary hp.

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The cantina brawl makes two melee attacks or two darts attacks.

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Excavation droids are class V droids built for breaking rock and removing dirt and debris from various sources including mines, construction sites, and demolition zones.

After the devastation of the Clone Wars, what was left of the Cato Neimoidian government decided to turn some of the Confederacy’s droid production power toward rebuilding their bridge cities. One of the droids manufactured under this initiative is the TaggeCo XK-V8 Excavation Droid, produced in partnership with TaggeCo specifically for use on Cato Neimoidia. The excavation droid has climbing claws and magnetic feet that allow it to work on the top and the underside of the planet’s bridge cities.

This spider-like droid resembles a massive arachnid with three-pronged claws at the end of each appendage. The droid’s underbelly bristles with tools, such as circular saws and arc welders. Atop the droid sit several large visual sensors, facing forward and glowing a faint blue color.

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

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The droid can choose to deal double damage on a successful attack against one target provided it has climbed or jumped on its current turn.

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The droid counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Pelko bugs were small creatures that were covered in millions of microscopic barbs that delivered a paralytic, blistering toxin which could penetrate armor. They lived only beneath sands of the Valley of the Dark Lords on Korriban, and were attracted to Force-sensitives. They would stalk and swarm their prey in the darkness. The bug's attunement to the Force allowed them to determine if a creature was suitable prey, as Darth Bane found when exploring the Valley, in which they found he was too powerful and did not attack. The barbs were used in training sabers at the Sith Academy because of the toxin's effects, which mimicked the effects of losing a limb to a lightsaber.

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Melee Weapon Attack +9, Reach 0 ft., One target. Hit : 4 (2d4-1) kinetic damage.

The target must succeed on a DC 12 Constitution saving throw or take 2 poison damage and become paralyzed.

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\"It's those womp rats again. Are they trying to chew up all the cables on the planet or what?\" 

- Luke Skywalker, after shooting a womp rat

Classification

Rodent

Average lengthNot much bigger than two meters
Skin colorGray
Hair colorBlack
Eye colorYellow
HomeworldTatooine
HabitatDesert

Womp rats were creatures native to Tatooine, and were considered pests by local moisture farmers who hunted them for sport.

Biology and appearance

\"I used to bull's-eye womp rats in my T-16 back home. They're not much bigger than two meters.\" - Luke Skywalker

Native to Tatooine, the womp rat evolved to withstand harsh desert climates. A breed of rodent, they were considered hairy, monstrous pests. They had lumpish, gray skin with tufts of spiky black hair running along their backs. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Behavior

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. They lived in the Jawa Heights region and used Beggar's Canyon as their den, alongside the more fearsome krayt dragons. The smell of dead womp rats was known to attract krayts. Nesting in the desert, womp rats sometimes gathered in swarms to attack the inhabitants of Tatooine, and while these dangerous swarms were feared, inhabitants didn't hesitate to hunt the creatures for sport.

History

Womp rats evolved in the harsh desert climate of Tatooine, where they gathered in packs to attack locals. Tusken Raiders used womp rat tusks to decorate their clothing, and native dewbacks were known to eat the critters.

During the Clone Wars, when Anakin Skywalker was having trouble getting information out of Dr. Nuvo Vindi, Obi-Wan Kenobi told him to have patience, as there was \"more than one way to skin a womp rat.\"

While living on Tatooine, Luke Skywalker used his T-16 skyhopper to bulls-eye womp rats, blasting them with the vehicle's pneumatic projectile gun in the desert world's Jawa Heights region. Luke had the most hits on the monstrous pests of any of his group of friends on a skyhopper run through Beggar's Canyon. Shortly before the Battle of Yavin, when Col Takbright protested that the two-meter target on the Death Star was impossible to hit even for a computer, Skywalker countered that he used to \"bulls-eye\" womp rats that were not much bigger than two meters.

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The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 10 (2d6+3) kinetic damage.

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for \"followers of the hidden truth.\" Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.


Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.


There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.


Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.


The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

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The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 9 anytime it is damaged.

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The Jensaarai’s Force casting ability is Wisdom (spell save DC 17, +9 to hit with power attacks caster, 44 points).

It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect

1st level: force throw, force jump, phase strike

2nd level: animate weapon, phase walk, force camouflage

3rd level: telekinetic storm, sever force, knight speed

4th level: improved force camouflage

5th level: improved phasestrike, improved phasewalk, mass

animation

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The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn.

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When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

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.

The Jensaarai makes three attacks with its Martial lightsaber and one Ballistakinesis attack.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 11 (1d10+6) energy damage

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.

The Jensaarai calls upon the force to hurl small debris at targets within a 30ft cone. Each creature within the 30 foot cone must make a DC 17 Dexterity saving throw. A creature takes 6d8 kinetic damage on a failed save, or half as much as on a successful one.

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\"We're almost through. Bring in the flamethrowers.\"

―Jedi General Ki-Adi-Mundi, during the Second Battle of Geonosis

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Flame Trooper Corps)

Clone flametroopers were clone troopers of the flame trooper corps equipped with insulated armor and BT X-42 heavy flame projectors. Flame troopers under the command of Jedi General Ki-Adi-Mundi and Clone Commander CC-1993 \"Jet\" were highly effective against the Geonosians during the Second Battle of Geonosis.

For general information about troopers, see Trooper

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Each creature in a 30-foot cone must make a DC 13 Dexterity saving throw. A creature takes 13 (3d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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Ranged Weapon Attack +5, Range 40/160 ft., One target. Hit : 6 (1d6+3) energy damage

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Melee Weapon Attack +4, Reach 5ft., One target. Hit : 4 (1d4+2) kinetic damage

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DesignationPossibly semi-sentient or sentient
Average lengthSmall
Average massNot very heavy
Skin colorRadiating color at the touch
Distinctions
  • Conscious full body camouflage
  • Long snout forboring holes
  • Back spines cointaining a toxin
Homeworld
Fex
HabitatTrees
DietBrains

Fexian skullborers were the apex predators of the purple moon of Fex in the Sha Qarot system of the Deep Core, inhabiting the trees of the mostly unexplored moon. The species' name was derived from the method by which they fed, drilling holes into the skulls of their prey via their long snouts and feeding off the victims' brains. The skullborers would drop down from the trees of the moon and latch onto their prey with their six limbs ending in clawed fingers. The predators also had a natural, full body camouflage they used to maintain the element of surprise when they attacked, as well as back spines that contained toxins that would poison their prey if they attempted to remove the skullborers from their head.

The skullborers were first discovered and recorded shortly after the Battle of Yavin by a collection team of scientists sent to Fex by biotechnology company Kelen Biolabs. Unprepared to combat the skullborers when they attacked, three members of the collection crew were killed by the predators. Interested in harvesting the Skullborers for research on their toxins and boring physiology, the Biolabs sent a second collection crew to the planet with better armor and weapons. The crew managed to capture ten skullborers and return them to their starship the Harvester safely, but five of the creatures escaped from their containment and killed all but one of the second collection crew. Kelen Biolabs sent a third collection crew of Luke Skywalker and Nakari Kelen to the moon, who found the Harvester and killed the five escaped skullborers, despite their use of adaptive tactics to find the pair. Due to the intelligence the predators displayed in fighting the duo, Skywalker and Kelen believed the creatures possessed some level of sentience.

Biology and appearance

Fexian skullborers was the name assigned to a a species of possible semi-sentience or sentience. The skullborers were small in stature compared to a fully grown humanoid, and were very light in weight. The creatures had six spindly limbs, each with clawed fingers. The skullborers' central body had a neck forming a large skull, ringed with eight eyes evenly spaced across it. The skull also had a large snout protruding out that had an outer layer of skin with an inner, translucent feeding tube. Between the two layers of the snout was a ring of bone covered by a layer of crystalline with the hardness similar to diamond. The teeth ring was connected to a muscular system at the junction of the snout and skull that allowed to teeth to rotate, and were arranged at an angle to prevent the teeth from cutting the inner feeding tube. This would allow the skullborers to cut through a variety of tough substances to feed, including heavy armor and thick polycarbonate glass.

The skullborers had rigid and sharp spines on their back in four rows of four radiating to the sides that contained toxins that would poison anyone that touched the spines. They species also possessed an active full body camouflage that would hide them from the naked eye. The skullborers could consciously control this camouflage, but if the skullborers were unconscious or dead their camouflage would dissipate, revealing skin that would radiate color at the touch. Despite having light weight, thin bones, the skullborers' skeleton was very strong.

Behavior

The Fexian skullborers were native to Fex, the purple moon of the planet Sha Qarot in the system of the same name in the Deep Core. The species were the apex predators of the moon, feeding off the brain matter of their prey. The skullborers resided in Fex's tall trees, dropping on their prey from above, and latching onto their victim's head with their clawed fingers. The skullborers would place their snouts onto the skull of their prey and the rotating teeth of the predator would drill through the bone and any armor to reach their desired food. The predators utilized their camouflage shield them from view, as well as their vantage point in the trees to prevent their prey from smelling them, maintaining an element of surprise. The toxic spines on their back would poison their prey if the skullborers' target attempted to swipe the predators off their head.

The skullborers exhibited adaptable behavior to combat their prey and avoid capture, which conveyed some level of sentience. When captured and put in thick polycarbonate glass containers, a group of skullborers learned to bore through the glass using their teeth to escape. In a confined starship, the freed skullborers climbed to the ceiling of the ship to gain a vantage point to attack their captures. When on the attack, two of the skullborers could observe that their preys' hands, which had been used to kill other skullborers, needed to be neutralized before attacking their preys' heads. The skullborers also possibly demonstrated some level of self sacrifice for a tactical advantage. When two skullborers attacked Luke Skywalker, one jumped on top of another, impaling the superior skullborer on the spikes of the inferior one, but also shielding the skullborer from Skywalker's stun stick. Skywalker was not sure if the skullborer had intended to sacrifice itself, or if it had landed on its compatriot by happenstance.

History

By the time of the Galactic Civil War, the Fexian skullborers had evolved be so effective at their predation that most other large animals of Fex, predators and herbivores alike, had evolved to have thick, crystalline structures and horns covering their heads or highly armored body cavities to withdraw their head into. The Fexians skullborers and the Sha Qarot system overall remained undocumented by the greater galactic society until shortly after the Battle of Yavin when the biotechnology Kelen Biolabs discovered the system. Believing Fex to hold possible value for future medications and other biological utilities, Fayet Kelen, the owner of the Biolabs, dispatched a collection crew of scientists to Fex to survey and collect samples for study. Three of the crew's members, the Bith Priban, the Duros Hafner, and human member disembarked their starship the Harvester to more closely explore the ecosystem of Fex.

As the trio were walking under a canopy of trees, recording the trip with holocams installed in their helmets, a skullborer landed Priban's helmet and began to drill into his head. Priban grabbed his head out of reflex, stabbing himself with the skullborer's spikes and poisoning him in the process. Unable to see the creature due to its camouflage and unsure of what was happening, the other two scientists were unable to react before Priban fell motionless. The human was next to be attacked by a skullborer, and realizing that something was assaulting him, called for Hafner to shoot a stun blast at his head as well as Priban's. Hafner was not able to react in time and the human too fell to the ground. Hafner finally stunned the human's head and the skullborer on it, revealing the creature visually. Hafner began to inspect the predator's physiology, making the first documentation of the species with his holocam, until another skullborer fell on the Duros. Trying to protect himself, Hafner commed the Harvester to come pick him up and stunned his head, knocking out both him and the skullborer. However, the Harvester was too slow in retrieving the crew members, and all three had their brains eaten out when the skullborers awoke, retreating into the trees afterwards.

With the holorecordings from the three deceased scientists preserved, Kelen Biolabs was interested in capturing the skullborers to study the physiology of their boring snouts as well as the toxins in their back spines. The company sent a second crew of five to Fex better equipped with stun sticks and heavier armored helmets aboard the Harvester. The second crew managed to successfully contain ten skullborers and bring them back aboard the ship. However, five of the skullborers were able to escape the polycarbonate glass containers the crew had imprisoned the predators in by boring through them. The crew, having taken their armor off by under the false guise of safety in their own ship, were caught unprepared when the skullborer's attacked them. All but one of the crew members were killed, the last man managed to lock himself in one of the ship's quarters to prevent the skullborers from attacking him.

Having lost contact with the second crew, Fayet Kelen hired two human Rebel operatives, the prospective Jedi Luke Skywalker and Fayet's daughter Nakari Kelen, to go to Fex as a third collection crew as well as return the Harvester and its crew. The senior Kelen gave to two stun sticks and a prototype head armor even heavier than what the second collection crew had, as well as the recording of the first crew's encounter with the skullborers. Upon reaching the moon, the pair tracked down the Harvester and began to inspect its interior. The five escaped skullborers were residing in cluster of wires and tubes on the ceiling of the ship's medical bay, and when Skywalker entered the room one of the predators jumped onto his helmet. The pilot quickly stunned the skullborer using his stick, toppling to the floor in the process. Two more skullborers then jumped on Skywalker's visor, a weak point in the helmet's design, with one skullborer landing on top of the other. While the top skullborer was killed by the other's back spikes, the lower skullborer was shielded from Skywalker's stun baton.

In desperation the young Jedi shot a blaster bolt across his visor, incinerating the skullborers. Kelen entered the room and shot the skullborer Skywalker had stunned. The two remaining skullborers on the ceiling, having witnessed the two humans kill the other skullborers using their hands, changed their tactics and attacked Kelen's hands. Kelen quickly reacted, killing the skullborers in rapid succession. The pair collected the corpses of the five dead skullborers along with the five skullborers that had remained in their glass containers, and returned to the planet Pasher, the base of Kelen Biolabs, with the Harvester and the lone survivor of the second crew in tow. Upon arrival, Nakari Kelen reported to her father that, due to adaptable behavior the skullborers had demonstrated in escaping the previous crew and attacking the duo, they believed the skullborers were sentient in some form.

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If the skullborer drops on to target from above and hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 14 (4d6). If the skullborer misses, it takes half normal falling damage for distance fallen.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ZjFhNDc1OWMxMzJj","flags":{},"name":"Poisonous Skin","type":"feat","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

Any creature that grapples the skullborer or otherwise comes into direct contact with the skullborer's skin must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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The skullborer can turn invisible as an action or bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"M2I4ZjI0NzI4NGY0","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 6 (1d4+4) kinetic damage.

If the target is Medium or smaller, it is grappled (escape DC 14) and must succeed on a DC 14 Constitution saving throw or be stunned until this grapple ends.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"N2VlZWUyYzRiNGI3","flags":{},"name":"Extract Brain","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/059_-_Fexian_Skullborer/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One incapacitated humanoid grappled by the skullborer. Hit : 36 (8d8) kinetic damage.

If this damage reduces the target to 0 hit points, the skullborer kills the target by extracting and devouring its brain.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

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The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

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.

The trandoshan makes two ranged weapon attacks.

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Ranged Weapon Attack +6, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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\"Still resisting? Unwise.\"

- A KX-series security droid

ManufacturerArakyd Industries
ClassSecurity droid
Degree4th degree droid
Cost50.000 credits

KX-series security droids, also referred to as enforcer droids,[6] were a model of security droid manufactured by Arakyd Industries that was in service to the Galactic Empire during the Galactic Civil War.

Description

\"KX droids have a long range of combat capabilities, excellent probability analysis algorithms, and direct access to the Imperial datanet.\"

- R0-GR

Arakyd Industries KX series Enforcer droids came equipped with a built-in comm package, recharge port, and a computer interface arm that allowed them to connect with standard communication frequencies for areas they were assigned to. The Imperial crest was imprinted on the side of each shoulder, one of which could be emblazoned in gold if the droid had received an enhanced status. The droids were designed with exaggerated human proportions but with the mobility of a human athlete. They were able to operate a variety or tools and equipment and can carry gear without becoming exhausted.

While the Imperial Senate had prohibited the creation of battle droids, Arakyd was able to use a loophole in the law by marketing the KX-series as \"security droids.\" They were programmed without the standard restriction against harming organic sentient lifeforms.

The KX-series droids were programmed to speak and interact with people, but were not as proficient at it as protocol droids were. They could handle a wide range of tasks, including escorting dignitaries, protecting important people and defending Imperial installations. The droids were also programmed to recognize and defer to Imperial Military officers ranked Lieutenant or higher.

History

The droids were deployed as early as 14 BBY to guard Imperial installations, such as the Imperial Refinery or the mining headquarters on Ilum.

During the Galactic Civil War, they were present on both Jedha and the Imperial facility on Scarif. K-2SO and K-4D8 were examples of these droids.

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

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa can breathe air and water.

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The fambaa deals double damage to objects and structures.

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The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"The rancor is deadly and one of the most hideous beasts I have ever encountered, best described as a walking collection of fangs and claws, with no thought other than to kill and eat.\"

- Mammon Hoole

DesignationSemi-sentient
ClassificationReptomammals
Subspecies
  • Bull rancor
  • Chrydslide
  • Felucian rancor
  • Gnarled rancor
  • Jungle rancor
  • Rancor-dragon
  • Tyrant rancor
Skin color
  • Brown
  • Dark Brown
Distinctions
  • Long arms
  • Claws
Homeworld
  • Dathomir (Native)
  • Felucia (Introduced)
  • Lehon (Introduced)
  • Carida (Introduced)
Diet

Carnivorous

Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Although found on other worlds such as Lehon—where they were brought by crashed starships—Ottethan, Carida, Corulag, and Felucia, those from Dathomir were said to be stronger and more intelligent than others. They had been used for many things, ranging from mounts for the Witches of Dathomir, to pets for crime lords such as Jabba Desilijic Tiure, to being a source of food, and as a means of entertainment by dropping someone into its pit.

Vonnda Ra of the Nightsisters used a stuffed rancor head as a chair. In her youth as a Jedi trainee, Hapan Queen Mother Tenel Ka Djo used two trophy rancor teeth for handles to create both her first lightsaber and second lightsaber. Rancors were also the source of the delicacy (or at least an edible meal) known as raw rancor-beast liver.

Biology and appearance

\"My rancor seeks flesh!\"

- A Nightsister

Warm-blooded rancors fell into the reptomammal category, along with other creatures such as the wampa. Rancors were attracted to other rancor mates by a smell, or a pheromone. While it is known that rancors did care for their young—usually born two at a time—they did not suckle and hatched from eggs like those of a reptile. The 3 meter tall hatchlings rode the mother, one dorsal, one ventral, until reaching maturity, though despite this nurturing nature, it was not entirely unheard of for a mother to eat her young.

Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor-sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night vision, but their eyesight was not as sharp as a Human's in daylight.

Rancors had a symbiotic relationship with gibbit birds, an avian species that would clean their teeth, an action that provided the birds with food and the rancors with a form of \"dental hygiene.\"

In certain cases, rancors were sentient enough to be able to form and recite complex oral traditions, such as Tosh, herd-mother of a rancor family that belonged to the Singing Mountain Clan on Dathomir. Tionne Solusar recorded one such narrative surrounding a witch identified as the fallen Jedi Allya, who lived over six centuries before.

History

Dathomir

\"Come to me rancor!\"

- Silri

Though they were usually considered unintelligent beasts, the rancors of Dathomir at least were semi-sentient, caring creatures who mourned their family members when they died, and who passed on oral histories of the matriarchal herds into which these were organized. Their native way of life seems to have been very primitive, using their strength and size to hunt live prey across the planet's savannahs—with the planet's Human population at one point becoming their primary prey species; but in the last centuries of the Galactic Republic, the rancor was \"domesticated\" by the Witches of Dathomir (though Force-sensitivity was apparently necessary to accomplish the difficult task) and the symbiosis of rancor sow and female rider seems to have played a major role in dictating the subsequent structure of Dathomiri society. According to the rancors' own traditions, the symbiosis began when a warrior-woman met and healed an injured female; by mounting the rancor's back, her sharper eyesight enabled it to hunt better prey during the day, so that it grew in size and status to become a mighty herd-mother.

By the time of the New Republic, most of Dathomir's rancor population lived in symbiosis with the planet's Witches of Dathomir clans, being used as mounts, and learning to make and use armor and bladed weapons with their help. Rancors of a clan were marked to show clan ownership, but younger ones were not marked and could basically serve as undercover mounts, belonging to no clan.

Around the years of the Galactic Empire, it was believed that the last herds of untamed mountain rancors were driven into the plains and destroyed; but a few decades later, a wild herd wandered into the Great Canyon, indicating that a population had survived in the vast tracts of Dathomir's surface area that remained unexplored, far beyond the knowledge of the planet's Human population. On Dathomir they would often eat pig-like rodents.

The wider galaxy

\"I had to kill a rancor once. It was a shame—they're such fine creatures.\"

\"Even so, they are dangerous to those who are not their friends.\"

- Luke Skywalker and Tenel Ka Djo, about Jabba's rancor

The rancor was relatively well known in the wider galaxy, having spread across various planets with early spacefaring civilizations even before the rise of the Old Republic; but the rancor's homeworld had been forgotten, and its sapience was rarely recognized. Among the planets that housed rancor populations were Carida, Corulag, Dantooine, Ohma-D'un, Trinta and Regosh. The Jedi Order named the Niman style of lightsaber combat after the rancor. This was a style that was known for being well rounded, with no certain offensive or defensive attributes. This might have suggested something about the rancor's predatory style.

On a few worlds like Ottethan, rancors were used as mounts by warrior clans as they were on Dathomir. Herds of young rancors roamed wild on Lehon, descended from those brought by the Infinite Empire, and some were domesticated as beasts of war by the Black Rakata under The One. Several of those rancors attacked Revan after he betrayed the promise given to The One to kill the Elder Rakata. Revan also had to fight his way to the Ancient Temple and to the Elder Rakata's enclave through rancors who surrounded the former and guarded the latter. While stranded on Taris, the reformed Revan had to pass a rancor in order to infiltrate the Black Vulkars base. He did this by placing a synthetic odor that made the rancor think that its prey was nearby within a pile of corpses, where a grenade was placed. The rancor, grabbing what it thought was food, swallowed the grenade, which exploded in its mouth and killed the beast. Thousands of years later Darth Bane encountered more rancors of Lehon while following Revan's path.

Rancors were perhaps most closely associated with the criminal underworld, where individual creatures were kept as pets, guards and status-symbols. Rancors were occasionally used for gambling matches, pitting one beast against another or unleashing one upon slaves and seeing which one survived the longest. One such gambling ring existed on Nar Kreeta. Infamous slaver Phylus Mon, who dealt in rancors, also used two crossed rancor claws as the symbol of his organization. Sometimes Phylus Mon used rancors to attack his personal enemies, and sometimes his enslaved Force adepts created illusions of rancors to attack his enemies. Rancors were also kept by such criminals as Nirama, Hlisk Squin, Borvo the Hutt, and the crimelord from Nar Kreeta.

The inhabitants of Felucia managed to tame the local rancors in a manner similar to Dathomiri Witches. They also used the rancors as mounts, and the bones of the deceased creatures were made into weapons. In addition, they usually painted the rancors with fluorescent paints to make them look more intimidating. These rancors were used by the Jedi Shaak Ti and Maris Brood. Several of those rancors were slain by Galen Marek during his mission in 2 BBY. The Zann Consortium used many rancors with Nightsisters astride them in their campaign to corrupt the galaxy, most notably Nightsister Silri's pet, Cuddles.

Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker.

The Galactic Empire attempted to exploit the combat potential of the rancor—perhaps not a great surprise given that a fully grown Dathomiri rancor was capable of single-handedly destroying an entire AT-ST unit.

Subspecies

Many subspecies of rancors existed, both on Dathomir and other worlds. Among the subspecies of Dathomiri rancors were the gnarled rancor and the rancor pygmy. Offworld breeds had evolved into such distinct subspecies, such as the amphibious Tra'cor found on Socorro or the gigantic tyrant rancor. An extremely rare variant was the bull rancor of Felucia, an ancient and near-mythical beast that was marked by its paler flesh, elongated tail and immense horns that sprouted from its massive head. One such rancor was tamed and used as a pet by the Dark Jedi Maris Brood.

Several subspecies did not evolve naturally, but were instead bred, using either genetic manipulations or Sith alchemy. One such variant was the jungle rancor, which was quite different from its common brethren and was found on worlds such as Teth. The Sith Lord Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with lighter bones and large wings, who had the skin replaced with black metallic plating that could serve as armor. Only one such creature existed and was subsequently destroyed. The reborn Emperor Palpatine also kept several alchemically altered Chrysalide rancors at his citadel on Byss in order to defend it.

Other mutant rancors were unique and impossible to classify. In 14 ABY a mutant rancor was bred by the Disciples of Ragnos, who planned on releasing the beast in Taanab cities so that during the chaos they could steal arms, credits, and other needed goods. The beast was much larger than normal rancors, had green capsules on its back, could breathe a stream of green toxic gas, and had an unnatural green hue to its skin. However, once released, the rancor began attacking the Disciples themselves, who were unable to stop it, as the mutant was immune to conventional weapons. Eventually it was killed by the Jedi Jaden Korr, who managed to pin it between a force field and a large crate on a conveyor belt.

Another example of a mutant rancor is the Undead rancor, which was mutated by Imperial Bioweapons Project I71A, and resided on Dathomir in the Imperial Quarantine Zone. This rancor was later killed by a group of spacers.

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The rancor makes two attacks: one with its claws, and one with its bite.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 9 (1d10+4) kinetic damage

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A carnivorous plant was a plant native to the swamps of Naboo. Standing taller than four meters, the carnivorous plants grew together in \"forests\" of each other, attempting to devour any animal unfortunate enough to get to close to them, including sentient beings. They had four yellow leaves and a mouth on top of a stalk.

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Any unenhanced weapon made of metal that hits the plant corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. The plant can eat through 2-inch-thick, unenhanced metal in 1 round.

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While the plant remains motionless, it is indistinguishable from a normal plant.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage plus 7 (2d6) acid damage

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

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If the Bendu moves at least 10 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 17 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

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The Bendu’s attacks are considered enhanced.

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The Bendu’s forceasting ability is Wisdom (force save DC 22). It can innately cast the

following force powers:

At will: force push/pull, force sight, force throw, sense

emotion, sense force, sever force

3/day each: force repulse, force project, force suppression,

sanctuary, telekinesis

1/day each: earthquake, force storm, improved force

camouflage, mass animation, precognition

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If the Bendu fails a saving throw, it can choose to succeed instead.

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The Bendu is immune to force powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other force powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YTFlMjZjZWY0NjVm","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/280_-_The_Bendu/avatar.webp","data":{"description":{"value":"

The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

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.

The Bendu makes two claw attacks and one horn attack, or it casts one force power and makes a claw attack.

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Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage

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The Bendu teleports up to 120 feet to an unoccupied space it can see.

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The Bendu calls a bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point it can see within 60 feet. All creatures within 20 feet of the target point must make a DC 22 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a successful one.

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The bendu makes a claw attack.

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The Bendu uses its teleport action.

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The Bendu casts an at will force power.

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The Galactic Senator can use her Intelligence modifier instead of Dexterity for attack and damage rolls against one creature per turn.

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As a bonus action, the Senator can grant an ally a +7 bonus that can be applied to the next attack roll, ability check, or saving throw that the target makes.

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The Galactic Senator can use an action to bolster the resolve of one of an ally. Choose an ally who can see or hear her within 30 feet of the Senator. The ally can add +7 to every damage roll they make until the start of the Senator's next turn.

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The Galactic Senator may use a bonus action to call her allies towards her. The Galactic Senator chooses up to 7 creatures that she can see within 60 ft. They can use their reaction to immediately move directly towards her up to their movement speed. This movement does not provoke opportunity attacks.

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When the Galactic Senator fails a saving throw, she can choose to succeed instead.

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The Galactic Senator can take two reactions each round. She can only take one reaction per turn.

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When the Galactic Senator hits a creature with a weapon attack, she can use her reaction to issue a one-word command to a creature who can see or hear her. Add 1d10 to the attack’s damage roll, and the target must succeed on a DC 19 Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

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When a creature makes an attack roll against the Galactic Senator, she can use her reaction to command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll 1d10 and add the result to the ally’s attack roll.

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When the Galactic Senator makes three weapon attacks.

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Ranged Weapon Attack +8, Range 40/160 ft., One target. Hit : 17 (3d8+4) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 9 (2d4+4) kinetic damage

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The Galactic Senator suggests a reasonable-sounding and simple course of action to influence a creature she can see within range that can hear and understand her. The target must succeed at a Wisdom saving throw (DC 19) or become charmed, pursuing the course of action to the best of its ability. The course of action ends after the sooner of 24 hours or upon completion. If the Senator or any of her companions damage the target, the effect ends.

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Ugnaught

Diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls, Ugnaughts are considered one of the hardest-working species in the galaxy. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reach up to more than 200 standard years. They notably ate genteslugs. Ugnaughts evolved on Gentes, a planet located in the Anoat sector of the Outer Rim Territories. However, throughout history, many were sold into slavery and taken to new worlds to work as slaves or indentured servants. 

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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Ranged Weapon Attack +4, Range 40/160 ft., One target. Hit : 6 (1d8+2) energy damage

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok warrior has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok warrior can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok warrior has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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

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Ranged Weapon Attack +4, Range 80/320 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 3 (1d6) poison damage

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Melee Weapon Attack +1, Reach 5 ft., One target. Hit : 1 (1d4-1) kinetic damage plus 3 (1d6) poison damage

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\n\t\t\n\t\n\t\n\t\t

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\n\t\t\t\t\t\n\t\t\n\t\n\t\n\t\t
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Zakkegs are rare alpha-predators indigenous to Dxun. Huge, armored quadrupeds, they are solitary and territorial. Even Mandalorians are impressed by someone who kills a Zakkeg, and one could gain great honor for proving one's success. They prey upon most creatures which they can catch, including cannoks, maalraas and even bomas.

Popular Culture. Zakkegs are known for being crafty\nand stubborn. The mercenary Saponza compared the\nTusken Raider known as the Jundland General to a\nzakkeg after discovering that he had several heavily\nfortied bases. Associates of the smuggler Liana Kor\ndescribed her as being as \"stubborn as a zakkeg, and\ntwice as mean.\" 

\n\t\t\t\t
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","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":7,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":2900},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy, Ion, And Kinetic From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 10","languages":{"value":[],"custom":""}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/450_-_Zakkeg/avatar.webp","token":{"flags":{},"name":"Zakkeg","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/450_-_Zakkeg/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"xtftB4bMT9hOAPPO","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":76,"max":76},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MmM4ZDNkZWIzZjMw","flags":{},"name":"Keen Smell","type":"feat","img":"systems/sw5e/packs/Icons/monsters/450_-_Zakkeg/avatar.webp","data":{"description":{"value":"

The zakkeg has advantage on Wisdom (Perception) checks that rely on smell.

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Any creature that grapples the zakkeg takes 4 (1d8) kinetic damage at the end of its turn.

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 16 (2d10+5) kinetic damage

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Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"


Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.


History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.


The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.


The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.


Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.


Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the \"white wings of hope.\" The eldest son of the tribal leader's family wears a headdress called the \"red wings of courage.\" The second son wears the \"blue wings of strength.


Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.


If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.


Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.


They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.


Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

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The ewok assault gunner has advantage on Wisdom (Perception) checks that rely on smell.

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The ewok assault gunner can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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The ewok assault gunner has advantage on an attack roll against a creature if at least one of the gunner's allies is within 5 feet of the creature and the ally isn't incapacitated.

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The ewok assault gunner has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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The Ewok Assault Gunner makes two spear attacks or two assault cannon attacks.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 3 (1d4+1) kinetic damage plus 3 (1d6) poison damage

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Ranged Weapon Attack +5, Range 80/320 ft., One target. Hit : 8 (1d10+3) energy damage

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The ewok sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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The acolyte is a 1st-level forcecaster. Its forcecasting ability is Charisma (power save DC 12, +4 to hit with force attacks) and it has 6 force points.

The acolyte knows the following force powers:

At-will: denounce, force push/pull, saber reflect, saber ward

1st-level: cloud mind, slow

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

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The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The Nightsister casts an at-will force power.

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The Nightsister makes one ichor blade attack.

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The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

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\"Observation: This cave is infested with shyracks, a species of easy-to-kill winged pests. They shall prove useful for testing my blaster accuracy ratio.\"

- HK-47

DesignationNon-sentient
Habitat

Caves

Homeworld
Korriban

Shyracks were large, bat-like avian creatures with razor like teeth native to the caves of Korriban.

Biology and appearance

These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks were potentially dangerous pests, especially when they converged as a flock on an intruder. They were native to the Shyrack cave of Korriban and were natural rivals to the feared Tuk'ata.

History

Revan encountered numerous shyracks while exploring the tombs in the Valley of the Dark Lords, where he helped rescue rebellious Sith students who fled the academy into the caves after refusing to kill Dreshdae civilians.

Meetra Surik discovered the tomb of Ludo Kressh within the very same cave, albeit deeper and farther into the mountain than Revan ventured.

By the time of the Cold War, they were still a dominant species inside the tombs now developed into various types.

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The Shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small shyrack. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 9 (2d8) kinetic damage

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Melee Weapon Attack +6, Reach 0 ft., One target. Hit : 4 (1d8) kinetic damage

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\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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On each of her turns, the Mistryl can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NTllZTkyNTIyZDI5","flags":{},"name":"Sneak Attack (1/turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/269_-_Mistryl_Master/avatar.webp","data":{"description":{"value":"

The Mistryl deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZjViYmE2MzVlYzY1","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OGY0YmUyY2UzNmRh","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Mistryl makes three melee weapon attacks or three ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"OTcyNmMwZGMzZTYx","flags":{},"name":"Holdout Blaster","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/269_-_Mistryl_Master/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 6 (1d4+4) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} +{"_id":"yRjbINZfDxifYbeX","name":"Mnggal-Mnggal, Lake of","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":27,"proficient":1,"min":3,"mod":8,"save":16,"prof":8,"saveBonus":0,"checkBonus":0},"dex":{"value":18,"proficient":1,"min":3,"mod":4,"save":12,"prof":8,"saveBonus":0,"checkBonus":0},"con":{"value":24,"proficient":1,"min":3,"mod":7,"save":15,"prof":8,"saveBonus":0,"checkBonus":0},"int":{"value":22,"proficient":1,"min":3,"mod":6,"save":14,"prof":8,"saveBonus":0,"checkBonus":0},"wis":{"value":20,"proficient":1,"min":3,"mod":5,"save":13,"prof":8,"saveBonus":0,"checkBonus":0},"cha":{"value":20,"proficient":1,"min":3,"mod":5,"save":13,"prof":8,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":455,"min":0,"max":455,"temp":0,"tempmax":0,"formula":"26d20+182"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"none","movement":{"burrow":0,"climb":30,"fly":0,"swim":50,"walk":50,"units":"ft","hover":false},"prof":8,"powerdc":16,"bar1":{"value":455,"min":0,"max":455},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

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Mnggal-Mnggal can breathe air and water.

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Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 21 (6d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 24 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 24 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to 1 huge creature, two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZTA0ODE1NmFkMjkz","flags":{},"name":"Enhanced Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal's attacks are enhanced.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZGM0MmJiOTQ0NzUw","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

Mnggal-Mnggal has advantage on saving throws against force powers.

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If Mnggal-Mnggal fails a saving throw, it can choose to succeed instead.

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Mnggal-Mnggal regenerates 20 hitpoints at the start of it's turn, as long as it has 1 hit point.

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Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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.

Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

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Melee Weapon Attack +16, Reach 50 ft., One target. Hit : 24 (3d10+8) kinetic damage plus 14 (4d6) acid damage.

If the target is a large or smaller creature is grappled (escape DC 24). A grappled target takes 14 (4d6) acid damage at the start of its turn.

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.

Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30ft. cone in any direction from its space. All creatures in the area must make a DC 20 Dexterity saving throw or take 22 (4d10) acid damage on a failed save. A target that failed the save must make a DC 23 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

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.

Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 24 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (3d8+8) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"YjgyMjVjZTFhZWY2","flags":{},"name":"Infect Host","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

.

Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 23 constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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.

Mnggal-Mnggal moves up to its speed.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"MjBmNTZlYjIzNmY2","flags":{},"name":"Attack (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/382_-_Mnggal-Mnggal_2C_Lake_of/avatar.webp","data":{"description":{"value":"

.

Mnggal-Mnggal makes a Pseudopod attack.

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.

Mnggal-Mnggal uses its Engulf attack.

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Darth Tyranus

Dooku, a Force-sensitive human male, was a Jedi Master that fell to the dark side of the Force and became the Dark Lord of the Sith Darth Tyranus during the final years of the Galactic Republic. After leaving the Jedi Order, he claimed the title Count of Serenno and, during the Clone Wars, served as Head of State of the Confederacy of Independent Systems. He was the second apprentice of Darth Sidious, the Dark Lord of the Sith whose plan to conquer the galaxy relied on Dooku leading a pan-galactic secessionist movement against the Republic. As such, Dooku immersed himself in the dark side and worked tirelessly to advance his master's plans.


Born in 102 BBY, Dooku learned the Jedi arts as the Padawan of Yoda, the legendary Grand Master of the Jedi Order. A political idealist, the corruption in the Galactic Senate—as well as the traditions of the Jedi—disillusioned him, causing Dooku to voluntarily leave the Order and return to his homeworld where he reclaimed his title and heritage as a nobleman. His former peers believed his decision was misguided but still held him in high esteem. Unknown to the Jedi, however, Dooku not only renounced their ways but his commitment to the light side of the Force as well. Having sworn his allegiance to Darth Sidious, Dooku became the Dark Lord's apprentice and adopted the secret name of Darth Tyranus. Throughout the first decade of Sheev Palpatine's chancellery, Dooku used his resources and charisma to recruit entire star systems to the Separatist cause. At the same time, he oversaw the development of two vast armies that would be pitted against each other in the conflict to come: the Separatist Droid Army manufactured on Geonosis; and the Grand Army of the Republic, composed of clone troopers bred on Kamino and modeled on the bounty hunter Jango Fett.


As leader of the Separatists, Dooku delegated military authority to a cadre of subordinates personally trained by himself, including General Grievous and Asajj Ventress. While Grievous was trained only in the art of lightsaber combat, Ventress was strong with the Force, affording her the opportunity to learn the ways of the dark side from Dooku. The Sith, however, remained faithful to Darth Bane's Rule of Two; and as such, Dooku was compelled to betray his disciple after Sidious became suspicious of his own apprentice's intentions. Though he sought to replace Ventress with Savage Opress and later Quinlan Vos, Dooku ultimately remained beholden to his master's will. By the third year of the war, Dooku and Grievous succeeded in abducting Chancellor Palpatine from the Republic capital of Coruscant in 19 BBY. During the ensuing Battle of Coruscant, he was confronted and de-
feated by the Jedi Knight Anakin Skywalker, who summarily executed the Count via beheading
at the Chancellor's behest and succeeded the
late Darth Tyranus as Sidious' third and last
apprentice, resulting in his transformation
into Darth Vader.


Dooku was a highly skillful lightsaber duelist even in his old age. During his time as a Jedi he was known as one of the Order's finest swordsmen; it was said that only Yoda was his superior and that Mace Windu was his only worthy opponent. Dooku was a practitioner of the second form of lightsaber combat, Makashi. Makashi was a rarity among the Jedi by the time of the Clone Wars; it was a style designed specifically for lightsaber-to-lightsaber combat, and as such it was considered obsolete in a time when most Jedi were more likely to face blaster-wielding opponents. The style's rarity gave Dooku an advantage when engaging in lightsaber duels, as few of his enemies were trained to defend themselves against it. Makashi relied on precision, speed, and economy of movement rather than wide-sweeping strikes that characterized later styles, and Dooku's curved-hilt lightsaber was designed especially for that. However, in spite of his almost unrivalled sword mastery and decades of experience, Dooku was still vulnerable to Form II's greatest weakness; its lack of kinetic power. In addition to his formidable lightsaber skills, Dooku was enormously powerful and skilled in the use of the Force. He demonstrated great prowess and strength in the use of telekinesis. He was also highly skilled in the use of Force lightning, using it as both a means of torture and execution, and was able to use it in conjunction with telekinesis.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (human)","environment":"","cr":21,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":33000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Kinetic And Energy From Unenhanced Weapons"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened"],"custom":""},"senses":"passive Perception 20","languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ani":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ath":{"value":0.5,"ability":"str","bonus":0,"mod":2,"passive":15,"prof":3,"total":5},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"itm":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"nat":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"pil":{"value":0,"ability":"int"},"prc":{"value":0.5,"ability":"wis","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"prf":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"per":{"value":0.5,"ability":"cha","bonus":0,"mod":6,"passive":19,"prof":3,"total":9},"slt":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0,"ability":"wis","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","token":{"flags":{},"name":"Sith Duelist","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"ynEy24ixdfGcvDfn","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":165,"max":165},"bar2":{"value":22,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZTFmZTQzZTA3OTA5","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

Sith Duelist is an 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Duelist knows the following force powers:

At-will: denounce, force disarm, force push/pull, force

technique, lightning charge, saber reflect, saber throw, shock

1st level: burst of speed, curse, force jump, force throw, slow

descent

2nd level: animate weapon, battle meditation, stun, stun droid

3rd level: bestow curse, choke, force lightning, force repulse,

telekinetic storm

4th level: freedom of movement, force immunity, shocking

shield

5th level: mass animation, stasis, telekinesis

6th level: force chain lightning

7th level: force lightning cone

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"Mzg0MGI5NTMwZDYx","flags":{},"name":"Duelist","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When Sith Duelist is wielding a melee weapon in one hand and no other weapons, he gains a 2+ bonus to damage rolls with that weapon (included, below).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"N2Y2ZmZlNGRjN2Q4","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MzZhMWFiN2NlODI5","flags":{},"name":"Unarmored Defense","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

While wearing no armor and not wielding a shield, Sith Duelist adds his Charisma modifier to AC.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"MjViZjgxZjMwZmMw","flags":{},"name":"War Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When Sith Duelist uses his action to cast a force power, he can cast an at-will force power as a bonus action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZjA5MDE3M2IzYThh","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

When a creature misses Sith Duelist with a melee attack, he can make a lightfoil attack against the creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MDdjYWM0OTdmYWFj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

When Sith Duelist makes three lightfoil attacks or casts a force power and makes a lightfoil attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZTM0NzYwYTdlOTgw","flags":{},"name":"Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 21 (3d8+8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":80000},{"_id":"YzNkYjkxNzgyMmQ1","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

.

Sith Duelist can move up to his speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"NmRlZDRkMGExNmFi","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

.

Sith Duelist can cast an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"NmY3ZDc1YzY1ZTdm","flags":{},"name":"Lightfoil","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

.

Sith Duelist makes one Lightfoil attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"NzA1YmE3ZDEzMGRk","flags":{},"name":"Forcecasting (1 legendary action per power level)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/393_-_Sith_Duelist/avatar.webp","data":{"description":{"value":"

.

Sith Duelist can cast a force power by spending a number of legendary actions equal to the power level.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000}]} +{"_id":"yu6AHhxvTmWVsFou","name":"**ISB Infiltrator","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":16,"proficient":1,"min":3,"mod":3,"save":5,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"15","min":0,"formula":"heavy combat suit"},"hp":{"value":36,"min":0,"max":36,"temp":0,"tempmax":0,"formula":"8d8"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":36,"min":0,"max":36},"bar2":{"value":15,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Imperial Security Bureau pays attention to patterns.\"

- Agent Alexsandr Kallus, to Cumberlayne Aresko

Organization type
  • Law enforcement agency
  • Intelligence agency
Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Unidentified Director
  • Deputy Director Harus Ison
  • Colonel Wullf Yularen
  • ISB high command
Sub-group(s)
  • Enforcement
  • Imperial Military Department of Advanced Weapons Research
  • Internal Affairs
  • Interrogation
  • Investigations
  • Re-Education
  • Special Operations
  • Surveillance
HeadquartersISB Central Office, Coruscant
Location(s)
  • Imperial Office of Security, Scarif
  • Imperial Security Bureau headquarters, Lothal
  • ISB Academy and Offices, Coruscant
  • Killun Station, Killun
  • Scarif vault, Scarif
  • Viper's Nest, Virkoi
  • Wretch of Tayron, Tayron
Date founded19 BBY
Date fragmented

4 ABY, after the battle of Endor

Date dissolved5 ABY
AffiliationGalactic Empire (Select Committee)

The Imperial Security Bureau (ISB), also referred to as the Imperial Security Office, Security Bureau, or Imperial Security, was a law-enforcement and intelligence agency of the Galactic Empire that was charged with matters of internal state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order (COMPNOR), and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

History

Early growth

The Imperial Security Bureau was formed by Galactic Emperor Palpatine as a secret police organization, dedicated to rooting out enemies of the New Order and maintaining stability throughout Imperial territories shortly after the proclamation of the New Order. Within fourteen years, the organization grew from a handful of agents into an organization double the size of Imperial Intelligence.

Following the Clone Wars, the agency helped oversee the dismantling of Confederate warships and martial supplies. Concurrent loyalty purges saw vast amounts of Separatist propaganda destroyed, rescinded, and withheld. Only a handful of propaganda posters such as Ansibella Delu's Count Dooku: Words of Truth escaped the purges. When Art Group agents discovered egregious violations of its artistic tenets, agents of the ISB were called in to make troublesome artists disappear.

Five years into the Emperor's reign, Imperial Intelligence agents found a cache of communications devices on the remote world of Murkhana and referred the case to the ISB, who brought the matter to the Emperor and his Imperial Ruling Council. It was ultimately decided to send Wilhuff Tarkin and Darth Vader to investigate the cache, which was in reality set up by a small rebel cell, despite the ISB hoping to receive full oversight of the investigation from Imperial Intelligence and the Naval Intelligence Agency.

Fighting the Rebellion

One of the ISB's top members was Agent Kallus, who worked in both the Investigation and Internal Affairs branches of the organization and searched for signs of disloyal activity or insurgency. His primary mission was to ensure it did not spread into a full-scale rebellion against the Empire. In the fifteenth year of the Empire, the Imperial Security Bureau took special interest in the Lothal-based Spectres rebel cell, whose attacks on Imperial outposts revealed risks of sedition and gave warning signs of rebellion. Kallus became a perennial foe of the Spectres before striking an unlikely friendship with the Lasat Spectre Garazeb Orrelios, which led him to reconsider his allegiance to the Empire. Kallus subsequently became the rebel operative known as Fulcrum, who supplied the Phoenix Cell and Spectres with intelligence.

During Nightswan's campaign, ISB Colonel and Clone Wars veteran Wullf Yularen took an interest in investigating the shadowy insurgent leader and pirate known as Nightswan. He was assisted by the Imperial Navy officers Thrawn and Eli Vanto, and future Lothal Governor Arihnda Pryce. Together, they exposed Nightswan's Coruscant spy ring, which included the Higher Skies Advocacy Group and members of the Yinchom Dojo. During the siege of the Creekpath Mining and Refining complex on Batonn, Pryce convinced Yularen to let her accompany Agent Gudry on a mission to disable the Batonn insurgents' deflector shield generator. After Pryce killed Gudry for refusing to evacuate her parents before Thrawn's assault, Pryce blew up the mine's explosive cache to cover up Gudry's murder. This led to many civilian casualties on Batonn, horrifying both Yularen and Thrawn.

Later, Kallus helped the Spectres steal Thrawn's TIE/D Defender blueprints from the Imperial Armory Complex on Lothal. This led Thrawn to realize that the rebels had a mole within the Imperial ranks.Thrawn began screening the local Imperial sector command for the spy with the help of Yularen. To avoid discovery, Kallus framed Lieutenant Yogar Lyste. Despite Kallus' efforts, Thrawn realized that Kallus was the true spy but allowed him to continue operating in order to find Phoenix Squadron's rebel base. Thrawn subsequently tricked Kallus into exposing the location of Chopper Base by disclosing information about the Rebel Alliance's plans to attack the Imperial Armory Complex. However, Kallus managed to escape during the Battle of Atollon and officially joined the Alliance.

After Senator Mon Mothma resigned from the Imperial Senate and condemned Palpatine for his actions during the Ghorman Massacre, the ISB issued an alert for Mothma in an attempt to capture her. ISB agents also visited Cantham House on Coruscant, the meeting place of the Cantham House meetings, based on suspicions they had, and questioned Leia Organa and several others there.

Another ISB agent was loyalty officer Sinjir Rath Velus, who was recruited by ISB officer Sid Uddra. After a brutal period of training on the ocean world of Virkoi, Velus personally interrogated the traitorous Imperial Navy officer Lieutenant Alster Grove, who was part of a cabal that sought to assassinate Darth Vader. Velus interrogated Grove, who revealed his fellow conspirators. While Vader executed the other conspirators, Uddra threw Grove to his death in Virkoi's oceans.

Galactic Civil War

Following the destruction of the first Death Star, the ISB engaged in an increasing number of operations to root out the growing rebellion, and became busier than at any previous time in its history. These operations included a plan to sway mathematical genius Drusil Bephorin to the Empire's cause by keeping her in a sort of luxurious imprisonment on Denon. Project Hidden Eye was aimed at seeding sleeper operatives across the galaxy to spread propaganda and secretly report on citizens. The project, however, was cut short due to the intervention of Commander Luke Skywalker, a hero of the Rebel Alliance.

Post-Endor fragmentation

As with most other governmental agencies following the Empire's defeat at the Battle of Endor, the ISB was left scattered as the New Republic attacked distant ISB outposts and fomented dissent. Twenty days after the Battle of Endor, the ISB kept information on the Emperor's posthumous contingency plan on one of its Black Sites, the Wretch of Tayron. However, the base was taken by Rebel Alliance General Han Solo and his elite Pathfinders. The base commander was unable to initiate a data purge, and the Alliance obtained information on Operation: Cinder, thwarting attempts at its implementation for over three months.

In the months following Endor, the ISB was given full oversight over the security of the Imperial throneworld, Coruscant, after the Imperial Navy refused to provide ships to defend the planet, with Fleet Admiral Gallius Rax viewing it as a symbol of indolence and torpidity. As such, control of Imperial forces was left to the Empire's chief administrator, Grand Vizier Mas Amedda. While the ISB lacked the ships to effectively withstand a New Republic naval assault, ISB-loyal stormtroopers and personnel were deeply entrenched on the surface of the planet, which was already involved in a civil war between the ISB and New Republic–backed resistance movements.

Velus joined a team of Imperial hunters led by the New Republic starfighter pilot Norra Wexley after defecting to the New Republic. After losing his family during a New Republic attack on the Hyborean Moon, Romwell Krass Junior abandoned his post and traveled the galaxy to grieve the loss of his loved ones. During the Battle of Jakku, Commander Brisney served as the ISB officer aboard the Imperial Star Destroyer Inflictor.

Legacy

By 28 ABY, the Imperial Security Bureau had ceased to exist along with the \"Old Empire.\" One former ISB officer was Arliz Hadrassian, a small-time businesswoman who was the leader of the Amaxine warriors, a paramilitary faction that served as a front group for the First Order, a remnant of the Old Empire based in the Unknown Regions. During a meeting with the Centrist senator Ransolm Casterfo, Hadrassian spent hours regaling the young senator with stories about her career in the Imperial Military and the ISB, unaware that he was part of Senator Leia Organa's investigation into the Amaxine warriors.

Organization

Command hierarchy and administration

The Imperial Security Bureau was a sister agency and rival to Imperial Intelligence. The ISB worked closely with Emperor Palpatine, being led five years into his reign by a Bureau Chief under which served Deputy Director Harus Ison and Colonel Yularen, who often operated in conjunction with the Joint Chiefs. ISB was sometimes attached to various fleets, sometimes falling under the command of the Navy and working alongside Naval intelligence. Members of the ISB worked from the ISB Central Office as part of the Federal District on Coruscant, while agents in the field would constantly provide intelligence updates to headquarters. The ISB high command governed the ISB. Many military officers feared the group and its power.

Personnel

Prospective ISB personnel were drawn from the Imperial Academy system and given training within the ISB Academy and Offices complex, located within the Verity District on Coruscant. Members went through a training regimen which included learning xenophobic propaganda, and were taught from the ISB Loyalty Manual. Members of the ISB were taught a specialized vocabulary to prevent outsiders from understanding their conversations. The term \"auditing\" was used to signal that suspects knew they were being investigated. The practice of provoking a suspect to commit a crime was referred to as \"crustbusting,\" and interrogating a supposed innocent in hopes he or she would react suspiciously was known as \"scattering.\" Framing a wanted suspect for a crime to make sure he or she would be arrested was referred to as \"Jabba.\"

Following completion of the Academy, recruits filed into one of several branches of the organization, such as Surveillance, Interrogation, and Re-Education.

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers. Loyalty officers of the ISB were tasked with ensuring that regular troops and officers obeyed orders and conformed to Imperial ideology, and were regarded with great fear and respect. Impromptu inspections, undercover surveillance and seemingly limitless authority gave such officers unprecedented access to the lives of regular servicemen, creating a culture of fear to deter any tenuous links within the chain of command.

While most ISB agents were human, at least one Gotal named Barrisk Favvin worked as an ISB agent in the Kupohan city of Tonekh.

Enforcement

The Enforcement branch of the ISB served as backup for agents in the field, specially trained to provide support when necessary.

Interrogation

Interrogation was the second-largest branch in the ISB, and was intent on extracting information from various lifeforms to obtain valuable information. It claimed to have a 95 percent success rate in recovering useful data from questioned subjects. To that end, the ISB notably used IT-O Interrogation Units developed by the Imperial Department of Military Research.

Re-Education

The Re-Education division was focused on what some called \"brainwashing\" its subjects into supporting the Galactic Empire and its actions across the galaxy. Project Unity consisted of re-educating elements of society resistant to the New Order through a process of psychological manipulation and pharmaceutical conditioning.

Imperial Military Department of Advanced Weapons Research

Advanced Weapons Research was an agency responsible for special research and development of classified weapons, both before and during the Galactic Civil War. Weapons development fell under the arm of Imperial Intelligence while the Imperial Security Bureau defended the agency's secrets.

Internal Affairs

The Internal Affairs division maintained order by investigating possible instances of insubordination within the Empire, with Yularen briefly heading a division dedicated to exposing sedition within the Imperial Senate before becoming Deputy Director of the Naval Intelligence Agency. In addition, a single Internal Affairs officer was stationed aboard all Star Destroyers to investigate any signs of sedition among the crew.

Investigation

Those in Investigation used previously collected data to suppress rebel activity.

Special Operations

Blue Glass Arrow Main article: Special Operations (Imperial Security Bureau)

The Special Operations division was responsible for varying tasks within the Bureau, such as establishing Project Hidden Eye during the Galactic Civil War.

Surveillance

Operatives in the Surveillance branch were by far the most numerous, with its members focused on deciphering encrypted information and analyzing data to screen for potential threats against the New Order.

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

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If the infiltrator is subjected to an effect that allows it to make a Dex saving throw to take only half damage, the infiltrator instead takes no damage on a success, and half damage on a fail.

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The infiltrator is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers: At will: electrical burst, encrypted message, on/off 1st-level: holographic disguise, smoke cloud, tranquilizer 2nd-level: infiltrate, scorching ray

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The infiltrator halves the damage that it takes from an attack that hits it.

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Ranged Weapon Attack +5, Range 60/240 ft., One target. Hit : 6 (1d6+3) energy damage.

The attack deals an extra 14 (4d6) damage when the infiltrator has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator and the infiltrator doesn't have disadvantage on the attack roll.

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\"I think the commander's a super tactical droid.\"

\"Ah, you're right. He is.\"

\"Is that bad?\"

\"It's really bad. That droid's extremely intelligent.\"

- Kanan Jarrus, Captain Rex, and Ezra Bridger

ManufacturerBaktoid Combat Automata
ClassTactical droid
Degree4th degree droid
Height
1,94 meters
GenderMasculine programming

Super tactical droids were advanced tactical droids that served as commanders of the Separatist Droid Army during the Clone Wars.

Description

Design

In response to the T-series tactical droid's inflexibility, the secessionist Confederacy of Independent Systems commissioned the battle droid manufacturer, Baktoid Combat Automata, to produce the super tactical droid for use in its military forces during the galaxy-spanning conflict known as the Clone Wars between itself and the dominant Galactic Republic.

Evolved from their predecessors, the tactical droid had a much more robotic inflection to its voice, as well as a larger, more imposing and armored body. These droids were also able to better process and adapt to sudden changes and unexpected complications and have more variables in their calculations.

Differences aside, the super tactical droid, as with their counterpart in the Separatist Droid Army, was analytical and calculating. Created to digest a situation of battle and formulate the most effective solution with a time frame for its execution, they were dreaded by Republic soldiers and seen as very dangerous to veteran officers.

Performance

Serving as masterful commanders of the Droid Army, the super tactical droid was highly intelligent and strategic, bane to both the Jedi Order and the Republic Military.

Though improved from the T-series, flaws in their programming were still prevalent. Such included the reluctance to see approaches and plans that differ from their own, as well as an overconfidence in the Separatists in their war. Yet where given the independence to act, super tactical droids could direct Confederacy military operations without superior overseers. Programmed with Separatist beliefs, they conquered through fear and the lack of courage and hope in their opponents, fighting for \"freedom from the tyranny of the Republic.\" Prioritising Confederate success, the super tactical droid would not hesitate utilising threats and torture as means of interrogation.

Although the droids were not designed for the purpose of direct involvement in combat, they were capable of self-defense, equipped with the standard Droid Army E-5 blaster rifle.

History

Clone Wars

\"Luckily, their [T-series tactical droid's] lack of adaptability led to the introduction of—you guessed it—super tactical droids. Despite their self-proclaimed superiority, these upgraded units still couldn't find a way to win the war.\"

R0-GR

In 20 BBY, Separatist leader, Count Dooku dispatched one such droid, General Kalani, to assist King Sanjay Rash's forces in dealing with the rebels of Onderon. During this time, he worked alongside the Royal Militia's commander, General Tandin as they attempted to capture the rebels in Iziz. However, Tandin and his forces then defected and assisted the rebels in freeing Ramsis Dendup during their escape to the highlands. When the rebels were able to defeat the droid gunships, Kalani was then ordered to retreat with his forces to Agamar, despite Rash's objections. Kalani then executed Rash.

Another super tactical droid, Aut-O was stationed aboard a Providence-class dreadnought. However, he was destroyed by R2-D2. Another one was given command of a commandeered Venator-class Star Destroyer with the mission to destroy the Republic strategy conference on Valor station in the Carida system. However, when the buzz droids failed in stopping D-Squad, the super tactical droid and it's crew were destroyed before they were able to complete their mission.

Another super tactical droid, Kraken, served as second-in-command to Admiral Trench. Kraken then attempted to take a captured clone trooper CT-5385 to Count Dooku. However, he was stopped by General Skywalker and two of his 501st Legion troopers. He was then destroyed by Skywalker when he refused to answer his questions. However, he was then rebuilt and commanded the Separatist forces during the invasion of Scipio alongside Dooku. Kraken continued to serve under Dooku aboard his command ship, even when his master, Lord Sidious, demanded his presence.

A super tactical droid then accompanied General Grievous to Utapau aboard a Separatist supply ship to secure the shipment of a enormous Kyber crystal. However, it was destroyed when the Jedi's top members intervened.

Age of the Empire

After the Clone Wars ended, the Galactic Republic transformed into the Galactic Empire and the Separatist Council was assassinated by Darth Vader, who then used the Council's equipment to send a shutdown signal to the droid army. However, Kalani, who was stationed on Agamar at the time with a battle droid garrison, assumed the shutdown command was nothing more than a Republic trick so he ignored it and did not relay to the droids under his command.

Years later, Captain Rex, Lasat Garazeb Orrelios, Jedi Kanan Jarrus and his Padawan Ezra Bridger arrived on Agamar, looking to find weapons and explosives for the rebellion. Kalani had his forces capture them and bring them to him so that he could play a little \"war game\" with them so that he could \"end\" the Clone Wars his way. Kalani holds Zeb hostage while Rex, Kanan and Ezra fight through his troops. After defeating waves of battle droids and making their way to the command center, Rex, Kanan and Ezra ordered Kalani to surrender. Kalani refused, but Ezra convinced him that neither the Republic nor the Separatists won the war and the Republic became the Empire. When the Empire arrived on Agamar, Kalani agreed to help the rebels escape. While the droids and Zeb attacked the stormtroopers and AT-DP's, Kalani had five droids fire at Ezra and Kanan who redirected their shots at proton bombs underneath the AT-AT's, destroying one of them in the process. The droids and the rebels made their escape in three Sheathipede-class transport shuttles, one being destroyed in the process. Kalani bid farewell to the rebels but refused to join them, believing that they had less than a 1% chance of successfully overthrowing the Empire.

Legacy

During the New Republic Era, R0-GR, a B1 battle droid who had been part of the Separatist Army and was currently serving in the Resistance, wrote a book entitled Droidography, which compiled facts about various droid models. He hoped would educate people on droids, and 2 of the droid models R0-GR covered were the T-series and super tactical droids. After listing grievances he had about the T-series, the B1 noted that the super tactical droids were introduced because of their predecessor's lack of adaptability. He mentioned that, while these upgraded commanders believed themselves to be superior, they failed to win the Clone Wars. R0-GR also wrote that he had heard that some super tactical droids did not admit defeat and ran battle scenarios for years, making him think they were \"sore losers.\"

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If the tactical droid fails a saving throw, it can choose to succeed instead.

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While within 30 feet of the tactical droid, any droid ally of the tactical droid makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

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

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When the tactical droid casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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The tactical droid is a 13th-level techcaster. Its techcasting ability is Intelligence (power save DC18, +10 to hit with tech attacks) and it has 57 tech points. The tactical droid knows the following tech powers: At-will: assess the situation, encrypted message, electroshock, poison spray, cryogenic burst, combustive shot 1st-level: homing rockets, expeditious retreat, repair droid 2nd-level: mirror image, charge power cell 3rd-level: explosion, tactical advantage 4th-level: sensor probe, synchronicity 5th-level: mass repair droid, toxic cloud 6th-level: security protocols 7th-level: tactical superiority.

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.

The tactical droid makes three biopistol attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage.

The tactical droid makes a biopistol attack.

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.

The tactical droid casts an at-will tech power.

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.

The tactical droid moves up to its speed without provoking opportunity attacks.

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.

Up to five junk droids appear in unoccupied spaces within 30 feet of the tactical droid and remain until destroyed. Droids summoned in this way roll initiative and act in the next available turn. The tactical droid can have up to five droids summoned by this ability at a time.

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\"For every stormtrooper you kill here today, a Rebel life is saved tomorrow.\"

- General Carlist Rieekan

Manufacturer

Golan Arms

TypeAnti-infantry battery
Cost
  • 14.000 - 15.000 credits (new)
  • 7.000 - 9.500 credits (used)
Width2,5 meters
Height4 meters

The DF.9 was an anti-infantry battery produced by Golan Arms.

Description

Manufactured by Golan Arms, the DF.9 was a fixed emplacement anti-infantry weapon. It incorporated a single DF.9 laser cannon mounted atop a four-meter tall cylindrical housing. The tower was composed of heavily-armored durasteel, with proton-shielding that was resistant to close-quarters blaster fire but useless against the firepower of an All Terrain Armored Transport. The tower featured a front access panel for access, and an upper observation hatch.

The turreted laser cannon employed precision targeting computers, and had a one-hundred and eighty degree rotation. The optimal range for the DF.9 was three kilometers, although the laser cannon was capable of hitting targets at a distance of sixteen kilometers at the cost of decreased accuracy. The DF.9 was capable of firing a shot every three seconds, although the beam diverged and degraded over its maximum range. The impact of the energy beam scattered explosive energy and produced a secondary blast of radiation. The collateral effect produced an eight-meter radius impact point that could effectively destroy entire squads of soldiers. The weapon produced more destructive firepower than heavy repeating blasters such as the E-Web heavy repeating blaster.

The DF.9 required a crew of three to operate; a gunner who sat in the upper turret, a targeting computer technician and a technician to monitor the energy flow from the power generator, who were both housed in the armored tower. The weapon could be crewed by a single gunner, but the efficiency of the weapon was diminished. Skilled gunners could use the DF.9's accuracy to effectively disable army support systems and light vehicles, and it was devastating to foot soldiers and a threat to vehicles such as the All Terrain Scout Transport.

The DF.9 was best used in conjunction with other similar units and anti-vehicle lasers to defend military bases, spaceports and other strategic installations. It could be installed on multiple terrain types. The nature of the DF.9's fixed emplacement meant that the unit was not able to be moved easily.

The DF.9 spawned several variants, including the SP.9 Anti-Infantry Artillery Vehicle, the Twin DF.9, the Twin SP.9, and the DF.9/B.

History

The DF.9 was a popular unit in service during the Galactic Civil War, and it was found in the militaries of both the Galactic Empire, and the Alliance to Restore the Republic, where it was the standard anti-infantry battery in use by the latter. The use of the DF.9 by the Imperial Military raised Golan Arms' stature with the Empire more than any sales brochures. However, the supply contracts were slowly taken from Golan Arms and given to companies that were run by either friends or relatives of those Imperial officers in charge. Subsequently, Golan Arms approached the Alliance about supplying them with the DF.9. Initially happy with the deal, the Alliance became less than enthused when they realized that the limited fire arc of the weapon meant that several had to be purchased and deployed to defend an installation which was a problem for the cash-short Rebellion.

The units were deployed to several important Alliance bases, including Echo Base on Hoth, Tierfon Rebel Outpost, Arbra Base, and Oracle Base on Tel III. They were modified by the Alliance to be more effective and efficient against enemy combat vehicles by upgrading the laser actuator and first-stage barrel to channel more energy through the weapon to deliver a more potent laser bolt that was effective against vehicles such as the AT-ST and the Compact Assault Vehicle/Wheeled PX-10.

By the time of the New Republic, the DF.9 was twenty years old, and was still in use by the New Republic, Imperial factions, and independent entities such as planetary defense forces, militias, and mercenaries. The units were easily purchased on the black market. During the Yuuzhan Vong War, the DF.9 was forty years old, and was generally only used by pirates and outlaws.

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

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The outer layer of the turret is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the turret takes no damage from that attack. If the turret takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

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The turret's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"ZjEyOTVlZWIyNDhi","flags":{},"name":"Targeting Systems","type":"feat","img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","data":{"description":{"value":"

The turret uses its Intelligence modifier for attack, damage, and initiative rolls.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NTFhZGQzZjkyNjAx","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The turret makes two laser cannon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MDYxMzM0ZWYzMmMw","flags":{},"name":"Laser Canon","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/152_-_DF.9_Anti-Infantry_Turret/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +6, Range 300/900 ft., One target. Hit : 16 (4d6+2) energy damage.

The target must be at least 60 ft away from the turret. Additionally, hit or miss, the target and each creature within 20 feet must make a Dexterity saving throw (DC 15), taking 14 (4d6) energy damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":300,"long":900,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6+2","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000}]} +{"_id":"z6OPKJzEaXTIYj98","name":"Opee Sea Killer","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"natural armor"},"hp":{"value":139,"min":0,"max":139,"temp":0,"tempmax":0,"formula":"9d20+45"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":60,"walk":20,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":139,"min":0,"max":139},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"Big gooberfish! Huge-o teeth!\"

- Jar Jar Binks

DesignationNon-sentient
Average length20 meters
Skin color

Reddish orange

Eye ColorYellow
Distinctions
  • Large
  • Carnivorous
  • Aggressive
  • Two long lure
  • Sharp teeth
Homeworld
Naboo
Diet

Carnivore

The opee sea killer, sometimes referred to as simply an opee, was a large meat-eating crustaceous sea creature of approximately twenty meters in length; a hybrid of crustacean and fish, that inhabited the watery planet core of Naboo. It was the third largest predator on Naboo, only smaller than the colo claw fish and the even larger Sando aqua monster, which both prey on it. Another predatory enemy of it is the Titavian.

Characteristics

The opee was a predator often found clung to rocky outcroppings or hidden in caverns or under ledges awaiting its prey. When forced to move, the opee was perfectly adapted to swim—in its own unusual way—sucking water into its mouth and jet propelling it from pores beneath armored plates at the rear of its body. This unique technique, coupled with three pairs of powerful legs and a pair of pectoral guidance fins, allowed the opee to accelerate quickly underwater. Once in range of prey, the opee would extend its massive adhesive tongue, successfully reeling in its prey to a vicious, gaping maw of multi-rowed teeth. The opee also used the long, antennas protruding from above its head as lures to draw prey towards its double rows of fangs. Their thick chitinous hide could deflect blasts from energy blasters.

Opees were known to be mouth breeders, with the male opee carrying fertilized eggs inside its mouth for three months—forcing the male to fast until the young were born. From birth, opees could sustain themselves instinctively (and gruesomely). It was not unknown for unhatched opee eggs to be swallowed by colo claw fish, creatures later killed in a grisly manner when the new-born young chewed their way out of the colo's stomach. This could also occur if the colo swallowed young opees alive.

History

During the time of the Invasion of Naboo, an opee sea killer stealthily pursued and then attempted to devour the tribubble bongo used by Obi-Wan Kenobi, Qui-Gon Jinn, and Jar Jar Binks (who referred to it as a \"big gooberfish\") to reach the city of Theed. Although the opee successfully caught and damaged the submersible, the creature was attacked, torn apart and eaten by an even larger underwater predator—the massive sando aqua monster, considered to be the opee's deep-sea rival.

During the events of the early Galactic Civil War roughly 30 years later, an opee sea killer attacked a Bongo vehicle that was traveling around the ocean floor, although it was devoured by a sando aqua monster before it could have a chance to eat it, which a Star Tours-owned StarSpeeder 1000 witnessed.

By unknown means, opees were introduced to Aquilaris, and could be seen swimming by the tunnels in which podraces took place.

One opee sea killer was housed inside the Royal Icqui Aquaria, a large, public aquarium that was situated on the planet Coruscant, and the sea killer was the largest living creature in the facility.

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The sea killer may move at full speed while grappling a creature.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MDFmMmIyNzM3MzBm","flags":{},"name":"Tongue","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/099_-_Opee_Sea_Killer/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 30 ft., One target. Hit : 0 (0) damage.

The target creature is grappled (escape DC 15), and if it is a Large or smaller creature it must immediately make a DC 15 Strength saving throw, or be pulled up to 30 feet straight toward the sea killer. While a creature is grappled by the tongue, the sea killer can't use its tongue attack on another creature.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 30 (4d12+4) kinetic damage

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\"These must be the 'unique items' we were warned about. These assassin droids can be very unpredictable.\"

\"They're switched off. They don't look so tough to me.\"

\"Nothing looks tough to you. Take my word for it—they're deadly.\"

- Anakin Skywalker and Ahsoka Tano, encountering a pair of inactive IG-86s aboard the Vulture's Claw

ManufacturerHolowan Mechanicals
ClassAssassin droid
Height1,96 meters
GenderMasculine programming
Sensor colorRed
Plating color
  • Gray
  • Red

The IG-86 sentinel droid was a model of assassin droids manufactured by Holowan Mechanicals as a subsidiary of Holowan Laboratories, the same company that created the IG-88 assassin droid. It was designed to function as a bodyguard, or home security system for the wealthy, but was usually used for more sinister purposes.

Characteristics

\"O Ziro the Hutt, Master of the Hutt Clan on seven systems, I am sorry, Your Highness. It will not happen again.\"

\"I know. Take him away, and use him for spare parts!\"

- KRONOS-327 and Ziro the Hutt, after the droid's failure to complete a mission

IG-86 sentinel droids were similar in appearance to the earlier IG-series droids such as the IG lancer combat droid and later models such as the IG-88 assassin droid. Considered to be some of the deadliest droids in the galaxy, they were more intelligent and agile than standard battle droids, able to think logically and creatively. They were capable assassins working individually or in groups.

History

\"After all these years, my most trusted of assassins has finally failed.\"

- Ziro Desilijic Tiure, on KRONOS-327

IG-86 units were owned by Ziro the Hutt and were adorned with a Black Sun marking, like their master. One of these was KRONOS-327, which was used as a sentry droid by Ziro.

When Anakin Skywalker and Ahsoka Tano were searching for R2-D2 on the freighter Vulture's Claw, owned by the Trandoshan scavenger Gha Nachkt, they were attacked by a pair of IG-86 droids. Though they demonstrated their exceptional agility and firepower, they were destroyed by the two Jedi.

Later on, three of these droids were used by Cad Bane during his capture of the Senate Building. They bore similar Black Sun markings as those employed by Ziro the Hutt, suggesting that they might have been the Hutt's personal property and not Bane's. Anakin Skywalker, who was not carrying his lightsaber at the time, destroyed one of the droids by clubbing it with its own blaster rifle.

Some of these droids were known to be used by the Confederacy of Independent Systems.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YzI2MDMwOWE4ODE4","flags":{},"name":"Sneak Attack (1/Turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODQyZTRhNWM5MjM5","flags":{},"name":"Sniper Rifle","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +5, Range 150/600 ft., One target. Hit : 9 (1d12+3) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000},{"_id":"MzQ2MDk3ZGM1NWRj","flags":{},"name":"Stock Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/174_-_IG_Series_2C_Model_86/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 4 (1d4+2) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+2","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} +{"_id":"z9N69tHU7YdbYXxD","name":"**Mistryl Prime","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":1,"min":3,"mod":2,"save":5,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":105,"min":0,"max":105,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":105,"min":0,"max":105},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Mistryl are the warriors of a forgotten cause; and if we hire ourselves out as temporary security to people like you, it's because our world and our people require money to survive. We will not work with Imperial forces. Ever.\"

- Manda D'ulin, to Kellering

Organization typeMercenary organization
Leader(s)Eleven Elders of the People
HeadquartersEmberlene
Formed fromSilent Hand
Date founded22 - 19 BBY
Date reorganized19 - 16 BBY (as a mercenary organization)
AffiliationConfederacy of Indipendent Systems

The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world. The Shadow Guards history was a long and tragic one, full of deception, greed, anger, and destruction, beginning long ago, with the loss of Emberlene.

History

\"The Mistryl that I joined twenty-two years ago was an honorable clan of warriors fighting to preserve what was left of our people. Honorable warriors don't knowingly deal in murder. I would hope at least some of the Eleven remember that.\"

\"Maybe the Eleven have changed. Maybe the Mistryl have changed.\"

- Shada D'ukal and Karoly D'ulin

Three years before its destruction, Emberlene used its might and wealth to conquer its neighbors. They subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value that they couldn't take with them.

The remaining planets in the sector decided that they could not stand idly by and wait for the armies of Emberlene to crush them underfoot. Pooling their resources, the governments of these worlds hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.

In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all. Emberlene had been a rich planet, full of splendor and beauty, and had made it apparent that they were ruled by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.

Since then, the Mistryl hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster.

At some point, Loruna Scathe left the Shadow Guard and formed a rival organization, the Azure Cabal, that competed with Mistryl Shadow Guard for contracts.

Shadow Guards were sometimes employed by the Smugglers' Alliance and in 11 ABY, two of them helped the Alliance to take control of the Spice Mines of Kessel.

Organization

\"We're Mistryl. We're given orders and we follow them.\"

- Karoly D'ulin, to Shada D'ukal

The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. In 0 BBY, the team led by Manda D'ulin consisted of six warriors, including herself, Karoly D'ulin, Pav D'armon, Shada D'ukal, Sileen and Cai, together with two heavy starfighters, Skyclaw and Mirage.

If a larger force was required, several teams could be called in—for example, Team Prime D'ulin planned to assemble a force of twelve ships to escort the Hammertong convoy. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. After the breakup of Manda D'ulin's team, Shada D'ukal traveled the Galaxy with trainee Dunc T'racen aboard the freighter The Fury, before becoming Mazzic's bodyguard, a position she held from at least 9 ABY until she left the Shadow Guard to become Talon Karrde's lieutenant in 19 ABY.

True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.

Equipment and methods

\"The Mistryl shadow guards do not kill casually or without cause.\"

- Flim, to Grodin Tierce

While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles.

The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.

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During her first turn, the Mistryl has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Mistryl scores against a surprised creature is a critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"M2E1Y2Q3MzNhYWJj","flags":{"_sheetTab":"description","entityorder":{"order":149}},"name":"Cunning Action","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"

On each of her turns, she can use a bon-us action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZWJlOGFlZTU2OGY3","flags":{},"name":"Sneak Attack (1/turn)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","data":{"description":{"value":"

The Mistryl deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MDJmNzk2NDJkODU3","flags":{},"name":"Tech Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/268_-_Mistryl_Prime/avatar.webp","data":{"description":{"value":"

The Mistryl is a 5th level tech caster (tech save DC 13, +5 to hit with power attacks, 22 tech points).

The Mistryl knows the following powers.

At Will: encrypted message, light, poison spray

1st Level: alarm, decryption program, holographic disguise

2nd Level: concealed caltrops, infiltrate, paralyze humanoid

3rd Level: invisibility to cameras, tactical advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NTQ2ODc5YTM5MmE1","flags":{"_sheetTab":"description","entityorder":{"order":139}},"name":"Uncanny Dodge","type":"feat","img":"systems/dnd5e/icons/skills/armor_01.jpg","data":{"description":{"value":"

The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.

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.

The Mistryl makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage.

The target must make a DC 14 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half damage and isn't poisoned.

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Ranged Weapon Attack +7, Range 30/120 ft., One target. Hit : 7 (1d4+5) energy damage

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\"I can't abide those Jawas! Disgusting creatures!\"

- C-3PO

Average height1 meter
Average mass30 kg
Eye colorYellow
Average lifespanUp to 80 standard years old
HomeworldTatooine
LanguageJawaese

Jawas (pronounced /d͡ʒɑ:wə/)[5] were typically short rodent-like natives of Tatooine. They were passionate scavengers, seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. A band of Jawas were responsible for locating C-3PO and R2-D2 and selling them to Luke Skywalker's uncle, Owen Lars. Another tribe of Jawas, led by Tteel Kkak, found Jabba the Hutt's rancor. They had a reputation for swindling, as they had a penchant for selling old equipment to moisture farmers. However, they were extremely passive beings, and hardly put up any resistance to colonists of their planet unlike other natives, like the Sand People, instead seeing foreigners as an excellent business opportunity.

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

Jawas were easily identifiable by their traditional brown hooded robes, though it was not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese.

Through the study of corpses and skeletal remains, Baobab xenobiologists discovered that Jawas appeared to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes. Conflicting research suggests that Jawas and Tusken Raiders, two native species of Tatooine, originally have evolved from the same extinct species, the Kumumgah, as both have common genetic markers, while other research suggests Jawas originated from humans.

At all times, Jawa faces remained obscured by a shroud of cloth to retain moisture, hide their identity and dissipate their body heat. Polished orange gemstones were embedded within the fabric to protect the Jawas' sensitive vision from the bright sunlight. The only physical parts that were exposed were their hands, which had tufts of fur on the palms. Jawas were renowned for their incredibly potent odor. Repulsive to most species, this odor contained incredible amounts of information such as other Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood. Their odor was compounded by a mysterious solution Jawas dipped their clothes in to retain moisture, and their view of bathing as being a waste of precious water, which attracted swarms of insects to gather in the recesses of their hoods. Jawas evolved several important survival traits, such as exceptional night vision and a strong immune system. A Jawa's normal body temperature is 46°C (116°F) which resulted in a high metabolism and an efficient digestive system that drew all the needed nutrients from the Jawa staple diet of hubba gourd.

Society and culture

\"Sand stays. All else changes.\"

- Iziz

Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement, where the dry climate of Tatooine preserved almost all debris. Most non-Jawas regarded the Jawas as scavengers and thieves, a description that most Jawas actually found pleasing.

The Jawa's unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. And this was evidenced in their endless search for wares with which to trade with almost any being Jawas encountered. They had a kind of instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Social Organization

\"Jawas… Never around when you need them.\"

- Kyle Katarn

Jawas lived in separate clan families, each with distinct, separate territories for living and scavenging. Each Sandcrawler was led by a Clan-Chief, who was male. However the overall operation of the Jawa clan was overseen by a female Shaman. A female Jawa became a shaman by either possessing some kind of Force ability with which to perform magic, overcoming an illness accompanied by a hallucinatory vision or was chosen and trained as the successor to the current Shaman. The shamans were believed to possess the ability to foretell the future, and performed spells, hexes and blessings to protect the clan and ensure the well being of all clan members. This title gave them a great deal of respect throughout the clan, which was strange in the largely patriarchal Jawa society, and this allowed the shaman to assume a position where they were to be consulted upon, and asked often for their wisdom. With the important position within the society, the shaman did not travel in the sandcrawler and instead remained within the safety of the clan's fortress. Other than shamans, females were shown little respect in Jawa society.

The primary activity in a Jawa's life was scavenging and trading within their sandcrawler vehicles. Upon reaching adulthood, Jawas were chosen to work on their sandcrawlers, and participate in the scavenger hunt, the search, trade and reselling of useful wares found within the deserts. All remaining Jawas lived within fortresses, nestled deep in the desert where their collected wares were stored, and Jawa children could be born and grow safely. The scavenging Jawas would return to their fortresses before Tatooine's storm season commenced. These fortresses had high walls made from large chunks of old wrecked spacecraft for protection against Sand People, krayt dragons and Tatooine's sand storms.

Once a year, just before the storm season on Tatooine, all the Jawa clans would gather in the great basin of the Dune Sea for the annual swap meet. Numerous sandcrawlers converged and the Jawas met to exchange their salvage. Other inter-clan business was also attended to such as the comparing of navigational data of the ever-changing desert and the arrangement of marriages to ensure cultural and genetic diversity.

Adhering to their scavenger instincts, it was quite common for different family clans to trade their sons and daughters for marriage through an intense barter or trade agreement. A common Jawa term for this was the trading of 'marriage merchandise'. Jawas found it acceptable to consummate their marriages in public.

Language

Jawas spoke Jawaese, a randomly variable language[8] which was difficult to interpret due to its extremely high speech rate, and the Jawas' use of scent to add emphasis and tone to their words. To enable Jawas to more easily bargain and trade with other species, they relied on a simplified form of Jawaese, the Jawa Trade language which removed the use of scent in the language and was quite easily learned by species that commonly dealt with Jawa traders.

Diet

The Jawas enjoy eating squills for their tough, pungent meat. Once, a Jawa clan took an Imperial transport capsule after it crash landed, and found Squills inside, happy to get a free dinner in addition to finding scrap.

History

\"The Jawas have a tendency to pick up anything that's not tied down, Luke, but remember, they're basically afraid of their own shadows.

- Owen Lars to Luke Skywalker

The Jawas were originally descendants of the Kumumgah species which used to live on Tatooine long before the formation of the Galactic Republic and long before the planet was even a desert. During the Pre-Republic era, sometime before 25,200 BBY, the Rakata of the Infinite Empire punished the Kumumgah for defying their authority by unleashing an orbital bombardment that reduced the surface of the once lush world of Tatooine into little more than fused glass, which eventually crumbled and became desert sand. This extreme climatic change split the Kumumgah into two races: the tall Ghorfas (who evolved into the Sand people) and the short Jawas. During the Jedi Civil War the Jawas spoke of themselves in a manner that suggested they are unrelated to Sand people and are also non-native to Tatooine. Whether this is truth or else a ploy to distance themselves from their more violent cousins is unknown. Also, due to the fact that the Sand People knew their history from generations-old oral narratives, it is debatable if the Jawas even knew of the story.

Analysis of ancient stone carvings found on numerous worlds, including Corellia and even Coruscant, led scientists of the Imperial Archaeological Division in 1 ABY to propose the hypothesis that these carvings were of Jawa origin and that their race once traveled among the stars. It is not known whether further analysis proved their hypothesis to be true.

At approximately 3959 BBY, following what was believed to be an important mining opportunity, the Czerka Corporation brought many sandcrawlers to Tatooine, though they abandoned the planet soon after they discovered the unstable nature of the local ores. Upon abandoning the planet, the sandcrawlers were quickly adopted by the Jawas, who would use them as mobile homes. The abandoned sandcrawlers radically changed Jawa civilization, serving as mobile fortresses for Jawa tribes searching the deserts for materials to scavenge. These vehicles served as a testament to the Jawa abilities of discovering unusual and unorthodox methods of making things work, and required continual maintenance to keep in working order.

As colonists settled Tatooine, the Jawas were not as hostile towards them as the Sand people were. In their newly acquired sandcrawlers, Jawas would tour the desert, picking up old droids or equipment left by moisture farmers and other settlers, and would then either sell them to any willing customer or trade them for something else. Sometimes, Jawas would steal things that caught their eye, leading to settlers to regard them as untrustworthy. Presumably, they used the money made from their dealings to acquire supplies or other necessities from the settlers or other Jawas.

The Jawas also emigrated to other desert worlds, such as Ryloth and Florrum, and garbage planets, such as Raxus Prime, which was home to the Meeknu clan. One was even seen on the planet Genon, and several on the planet Coruscant. Another world where Jawas were present was Arcan IV.

When the Jedi Dass Jennir traveled to Orvax IV in 19 BBY, two of his companions, who belonged to short sized species, disguised themselves as Jawas, implicating that they were not an unusual sight on this planet.

In 0 BBY, a group of Jawas on Tatooine disabled R2-D2 and carried him off into their sandcrawler where C-3PO was also being held. The Jawas later sold the droids to Owen Lars.

At 4 ABY, Tteel Kkak, a Jawa sandcrawler captain, discovered a rancor during the salvage of Grizzid's crashed ship, which he turned over to Jabba Desilijic Tiure.

Sometime after the Battle of Endor, a group of 480 Jawas was transported to Endor as part of a privately funded expedition to salvage valuable hardware from wreckage left there after the battle. They reportedly mutinied, forming a roving bandit gang that preyed upon any visitors to the moon.

In 17 ABY, some Jawas were forcefully taken to Skip 5 on the Smuggler's Run to help repair damaged Imperial equipment.

Equipment and technology

Jawas only rarely ever carried weapons due to their usual passive nature. However they did mostly rely on ion blasters that shot beams of energy to disable droids, and restraining bolts for keeping them under control. Most Jawas also carried around various tools for repairing droids. They were also adept at creating custom droids, cobbled together from spare parts of other droids. These monster droids, as they were called, could be specially designed for the specific needs of a customer.

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

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The jawa is a 4th-level forcecaster. Its forcecasting ability is Wisdom (save DC 12, +4 to hit with power attacks). The jawa has 18 force points and knows the following powers: At will: affect mind, give life, spare the dying 1st level: beast trick, heal, heroism 2nd level: restoration, stun

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Melee Weapon Attack +2, Reach 5 ft., One target. Hit : 5 (2d4) kinetic damage

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.

The jawa cowers pathetically to distract nearby foes. Until the end of its next turn, its allies gain advantage on attack rolls against any target within 10 feet of the jawa.

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Medics were soldiers who were trained to provide first aid to injured comrades in battle. Some of the Grand Army of the Republic's clone troopers were clone medics, such as Kix of the 501st Legion. In a medical emergency, medics had the authority to countermand orders from a superior officer.

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Any friendly creature reduced to 0 HP within 15 feet of the field medic is automatically considered to be alive and stabilized.

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The field medic is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points.

The

junior engineer knows the following force powers:

At-will: acid splash, temporary boost, warding shot

1st-level: element of surprise, kolto pack, poison dart

2nd-level: paralyze humanoid, toxin purge, shared shielding

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The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YmZhNmFkYmRkNjY2","flags":{},"name":"Blaster Carbine","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 4 (1d6+1) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+1","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"YmFjZDA0NTAzNzRh","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

.

Mand'alor can move up to their speed without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MjEyMjlmYjUyYjZh","flags":{},"name":"Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

.

Mand'alor makes one weapon attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YjZlNWNjZjZmMmRh","flags":{},"name":"Sole Leader (Costs 3 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/376_-_Medic/avatar.webp","data":{"description":{"value":"

.

Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} +{"_id":"zmBaOLdXCr7pJF1Y","name":"Noghri Lethal Assassin","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":8,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":12,"proficient":1,"min":3,"mod":1,"save":4,"prof":3,"saveBonus":0,"checkBonus":0},"wis":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"14d8+42"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\n\t\t\n\t\n\t\n\t\t

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Underworld

Away from polished society lies a darker realm\nshrouded in secrets and forgotten under layers of\ngrime. The underworld of the galaxy includes all\nmanner of denizens and visitors to its seedy realm.\nThugs, gamblers, smugglers, bounty hunters,\nprofessional companions, criminals, and crooks all\nscrape by, making a living through illegal and morally\nadjacent pursuits.

Assassins

Members of the profession are referred to by many\neuphemisms and epithets: \"problem solvers\" in the\nCorporate Sector Authority, \"exterminators\" in the\nOuter Rim Territories, and \"slayers\" in the Core Worlds.\nWhatever their name, most professional assassins are\nconcerned solely with credits, though some kill for\npolitical or religious reasons, or merely for love of\nkilling. This makes assassins simultaneously the best-\npaid and most-despised members of the galaxy's\nunderworld.

\n\t\t\n\t\n\t\n\t\t
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\n\t\t\t\t\t\n\t\t\t\t\t

Though assassination is illegal on most planets, on\nsome, such as Umbara, assassinations are a relatively\nnormal part of society. 

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\n\t\t\t
\n\t\t
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If the Assassin jumps at least 10 feet in a straight line before hitting with a melee weapon attack, the Assassin can attempt to shove the target prone as part of the same attack.

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When the Assassin makes a long jump, it can leap up to 30ft. When the Assassin makes a high jump it can leap up to 9 ft in the air.

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On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

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The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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If the Assassin is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the Assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

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The Assassin makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 7 (1d4+5) kinetic damage

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Ranged Weapon Attack +8, Range 20/60 ft., One target. Hit : 7 (1d4+5) kinetic damage

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\"And look, those animals, I can't explain it. There's something graceful about them. They just move like every particle of 'em is perfectly aligned and entirely free. They'll take you through a storm, over a river, into a building. They'll maul the kriff out of anyone that gets in your way. They're basically a stormtrooper's best friend.\" 

- Sardis Ramsin

DesignationNon-sentient
ClassificationReptile (lizard)
Average height2 meters
Skin colorGreen
Homeworld

Tatooine

Habitat

Desert

DietOminvore

Dewbacks were thick-skinned reptiles native to the desert planet of Tatooine, where they were used as beasts of burden, as well as mounts for specialized sandtroopers known as Dewback troopers.

Biology and appearance

\"Yeah, well. You don't know borcat scat from dewback dung, pal.\" - Temmin Wexley to Sinjir Rath Velus

Rugged reptillian lizards native to the deserts of Tatooine, dewbacks were able to withstand the heat of the world's binary suns, as well as the dust that caused mechanical breakdowns in high-tech conveyances. They had thick hides of scaly green skin, with long, rounded heads and short tails. They plodded through the desert sands on four clawed feet, and while capable of brief bursts of speed, typically became lethargic at night and in colder climates. Female dewbacks laid fifty to eighty-five eggs each standard year. The species was so named because of their habit of licking the morning dew from their backs with their flicking tongues. They made strange, lowing noises, similar to that of a bantha.

Dewbacks in the galaxy

\"I really don't know what the mounties are so fussy about. While we futz around like holograms on the dejarik board, these lucky moes get to roll nobly across the desert on dewbacks.\" - Sardis Ramsin, on Dewback troopers

Dewbacks were utilized on Tatooine as plodding but reliable mounts, and were ridden by citizens of Mos Eisley along with other creatures such as rontos and jerbas. They were also used as beasts of burden to haul goods for merchants or moisture farmers, and pulled podracer parts to starting grids, as during the Boonta Eve Classic podrace held at the Mos Espa Grand Arena.

Gozetta kept a dewback corpse among the big-game trophies at the Xirl hunting lodge, which was discovered by Milo and Lina Graf. During the Age of the Empire, dewbacks served stormtrooper patrols assigned to Tatooine's Imperial garrison. These Dewback troopers used jolts of electricity to control their mounts, using them to batter down property of enemies of the Empire. When prodded, a dewback would put on a short burst of speed. A contingent of sandtroopers dispatched on Tatooine to retrieve the Death Star plans stolen during the Battle of Scarif utilized native dewbacks as their mounts. Two sandtroopers rode dewbacks as part of Darth Vader's escort for his meeting with Jabba Desilijic Tiure at the Hutt's palace following the Battle of Yavin. Jabba's beastmaster, Malakili, kept a small water shiv made from dewback bone.

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The dewback has advantage on Wisdom (Perception) checks that rely on smell.

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The dewback makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 12 (2d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000}]} diff --git a/template.json b/template.json index 1fe3984a..52ceebc8 100644 --- a/template.json +++ b/template.json @@ -97,7 +97,6 @@ "force": { "known": { "value": 0, - "min": 0, "max": 0 }, "points": { @@ -112,7 +111,6 @@ "tech": { "known": { "value": 0, - "min": 0, "max": 0 }, "points": { @@ -211,57 +209,75 @@ }, "powers": { "power1": { - "fvalue": 0, + "fvalue": 1000, + "fmax": 0, "foverride": null, - "tvalue": 0, + "tvalue": 1000, + "tmax": 0, "toverride": null }, "power2": { - "fvalue": 0, + "fvalue": 1000, + "fmax": 0, "foverride": null, - "tvalue": 0, + "tvalue": 1000, + "tmax": 0, "toverride": null }, "power3": { - "fvalue": 0, + "fvalue": 1000, + "fmax": 0, "foverride": null, - "tvalue": 0, + "tvalue": 1000, + "tmax": 0, "toverride": null }, "power4": { - "fvalue": 0, + "fvalue": 1000, + "fmax": 0, "foverride": null, - "tvalue": 0, + "tvalue": 1000, + "tmax": 0, "toverride": null }, "power5": { - "fvalue": 0, + "fvalue": 1000, + "fmax": 0, "foverride": null, - "tvalue": 0, + "tvalue": 1000, + "tmax": 0, "toverride": null }, "power6": { - "fvalue": 0, + "fvalue": 1, + "fmax": 0, "foverride": null, - "tvalue": 0, + "tvalue": 1, + "tmax": 0, "toverride": null }, "power7": { - "fvalue": 0, + "fvalue": 1, + "fmax": 0, "foverride": null, - "tvalue": 0, + "tvalue": 1, + "tmax": 0, "toverride": null }, "power8": { - "fvalue": 0, + "fvalue": 1, + "fmax": 0, "foverride": null, - "tvalue": 0, + "tvalue": 1, + "tmax": 0, "toverride": null }, "power9": { - "fvalue": 0, + "fvalue": 1, + "fmax": 0, "foverride": null, - "tvalue": 0, + "tvalue": 1, + "tmax": 0, "toverride": null } }, diff --git a/templates/actors/newActor/parts/swalt-force-powerbook.html b/templates/actors/newActor/parts/swalt-force-powerbook.html index 3f7c43e6..7333bbe9 100644 --- a/templates/actors/newActor/parts/swalt-force-powerbook.html +++ b/templates/actors/newActor/parts/swalt-force-powerbook.html @@ -52,10 +52,11 @@ {{else}}

{{localize "SW5E.PowersKnown"}}

- -
-
- {{data.attributes.force.known.max}} + +
+ {{data.attributes.force.known.value}} + / + {{data.attributes.force.known.max}}
{{/if}}
diff --git a/templates/actors/newActor/parts/swalt-tech-powerbook.html b/templates/actors/newActor/parts/swalt-tech-powerbook.html index fbadeb65..29098f0e 100644 --- a/templates/actors/newActor/parts/swalt-tech-powerbook.html +++ b/templates/actors/newActor/parts/swalt-tech-powerbook.html @@ -35,9 +35,10 @@ {{else}}

{{localize "SW5E.PowersKnown"}}

-
-
- {{data.attributes.tech.known.max}} +
+ {{data.attributes.tech.known.value}} + / + {{data.attributes.tech.known.max}}
{{/if}}